LostCreation

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  1. Quote:
    Originally Posted by Scythus View Post
    Ha. Got one purely by selecting a random code.
    That's what I did, too, took me about 5 tries (used code ended in -T4BE).

    So there are (were) still at least some codes available this morning at around 8:15 am Eastern time.
  2. I've gotten to the point where I run the fewest possible arcs "normal" and just flash back to everything.

    My personal pet peeve, though, is how the game adds names to my contact just because I've leveled up. We have that "Find Contact" button now, I'd much rather use that when I need something at my current level to do, then to have you give me a dozen new contacts (e.g. when I hit 20) that I'll never be able to run through without out-leveling at least some of them.

    IMO, the only time a new contact should pop into my list is when there's a direct story-arc link between the two (e.g. the Faultline arc). (Possibly excepting the very first contact we get after the tutorial.)
  3. Quote:
    Originally Posted by Taiyanna View Post
    And why is http://maps.google.com/maps?q=39.76,...z=8&iwloc=near reachable by monorail from the mainland US?
  4. LostCreation

    Psychic Melee

    Quote:
    Originally Posted by Golden Girl View Post
    You'll be getting more Penny in I23 an SSA2 - you'll even get some bonus Paretorian Penny
    Actually haven't seen Praetorian Penny "in person" yet (too many alts, not enough 50s) but I really enjoyed her low level Praetorian arcs. Something about that girl seems to resonate with the writers at Paragon, and I'm glad we'll be seeing more of her.
  5. LostCreation

    Psychic Melee

    Quote:
    Originally Posted by Kitsune Knight View Post
    I don't care what powerset we get. I just want Penelope Yin's pet power!
    I really want Penelope Yin as a pet power too... oh wait.

    ((But seriously, I was majorly impressed by little Miss Penny Yin in the WWD conclusion. Very well done, and I most definitely do hope we see some of those powers make there way into player powersets in the future.))
  6. There's an old curmudgeon in Praetoria who calls everyone "Kiddo" too, and I found it less insulting from someone who was obviously an old man himself (and probably called everyone "kiddo") then when Twinshot did it. The further I got in her "story" though, it seemed to me that she may have an association with that old curmudgeon, and it bothered me less at that point.
  7. Quote:
    Originally Posted by Garielle View Post
    It's statements like this that make me dislike powerset proliferation. Every time a new melee set comes out, people like to pretend that it is perfectly logical to completely disregard the actual concept of the ATs and give them to all four melee ATs. Stalkers are supposed to stealthy. How are you supposed to be stealthy while lugging around a MASSIVE weapon like a Railroad Crossing? I don't even WANT to know what orifice you think you're gonna hide it in!
    All I see here is a lack of imagination. I can easily come up with at least one Stalker concept that works with titan weapons:

    "Hiding? I'm not hiding! I'm an interdimensional traveler who can pop in and out of a 'sidereal' dimension at will. Where do you think I get those big pancake weapons from anyway? Now, if you'll excuse me, I need to go beat up that gravity controller who keeps stealing my lampposts...."

    There, a perfectly valid concept for a "stalker" that can use giant weapons!

    That's the beauty of this game: unless there's a distinct game mechanics reason, you should [1] be able to build anything you can imagine. This includes stalkers who light themselves on fire, brutes who encase themselves in blocks of ice, and defenders who poison you because they love you.

    Powersets should never be proscribed based on concept reasons alone. If there are mechanics and balance concerns, that's one thing, but don't you dare tell me what my characters can and can't do!

    Quote:
    Originally Posted by Leo_G View Post
    Look, maybe you didn't realize this but, this game is called City of Heroes. I'll explain my own character concepts. I or anyone else don't require your short sighted input.
    Well said!

    [1] Edit: eventually anyway. I know these proliferations can take time! And I'm also ok with them leaving the oddball proliferations (like Titan and Fire stalkers may, in fact, be) to last.
  8. My most favorite "ATs" are:
    1. Those for which I have a neat concept ...
    2. ... or costume ...
    3. ... or with the prettiest powers.
    Unless they happen to be (i.e., these are my least favorites):
    1. Scrappers,
    2. Blasters,
    3. Dominators, or
    4. Masterminds
    I pretty much enjoy all the ATs except the four above. In fact, there's probably more disparity among liked or disliked powersets within each AT then between the ATs themselves.

    OTOH, I don't care how cool the concept, costume, or powers, I've simply never been able to get into scrappers, blasters, dominators, or masterminds:
    1. Scrappers are odd, since I absolutely love tanks, really like stalkers, and like brutes. Maybe I just like the special those ATs bring more than what scrappers bring?
    2. Blasters simply have too many click powers, that are all too similar in utility (i.e. "click me for damage!") for my tastes.
    3. I should probably like Dominator's but, again, find they have too many click powers. (I'd love to have Dominator secondaries on Defenders or Corruptors, though!)
    4. I like pet classes in other games, and thought I'd really enjoy masterminds. Maybe they're just too much of a "good" thing?
  9. I was thinking about this the other day, specifically thinking that they could turn Beast and Ninja Run into their own power pools.

    Ninja Run may have powers like:
    1. Ninja Run: still free, still unslottable, just part of a "pool" now.
    2. Double Jump: auto power that allows you to double-jump while using Ninja Run. (Or, if that's impossible, clone Jump Pack and give Ninja Run a permanent jump-height increase.)
    3. Shadow Walker: click power that briefly grants you full invisibility. Ideally it would be sufficient when stacked with other stealth powers to briefly hide you from mobs with increased perception. Choosing this power gives Ninja Run a permanent stealth bonus, similar in magnitude to Super Speed.
    4. Distraction: a PBAoE placate-style power that (a) requires a to-hit check and (b) only works against "weaker" mobs (in the same way that Teleport Foe won't teleport bosses). Choosing this power gives Ninja Run a permanent threat level reduction, again similar to Super Speed.
    5. Blink: A short-range, instant-cast teleport power that grants a small defensive bonus for a short time after use. Essentially Lightning Rod, but without any damage. Activation should be as close to "instant" as possible. This power will permanently increase Ninja Run's run and jump speed.
    While Beast Run could have powers like:
    1. Best Run: still free, still unslottable, just part of a "pool" now.
    2. Pounce: A single-target, shield bash style attack. Damage and knockdown similar to Air Superiority. Choosing this power will permanently increase Beast Run's jump height.
    3. Flight or Fight: A click power that will significantly increase all of your movement speeds for a short time and grants a bonus to all defense. Isn't subject to travel power suppression. Choosing this power will permanently increase Beast Run's run and jump speed.
    4. Growl: A PBAoE click fear power, that can only effect "weak" mobs.
    5. Blood Rage: PBAoE click power that grants you a small damage and recharge boost for each nearby defeated mob.
    Obviously, these travel pools have a fairly strong theme, but I tried to include a fair mix of powers that would be attractive even if you didn't want to run like a Ninja or Beast Man. (Much like how Hasten is attractive even if you aren't a super speeder.)

    Now, the design here assumes that Ninja and Beast Run would remain unslottable "free" powers (i.e. not requiring a power pick), and that they wouldn't count against your Power Pool limit unless you picked a second power from each pool. I have no idea if something like this is possible, I just think it would be neat to add in "travel powers" that are more theme-specific.

    Edit to add: Obviously, I don't know anything about any plans for adding actual new travel powers. What I wanted to see is if I could come up with enough additional powers from the free-travel power concepts to actually create full pools. I think I have.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Traditionally, we've always gotten exactly zero percent of those people.
    What people? People with romantic partners? People who have never played CoH, and would like to try the game with said partners? We've gotten "exactly zero percent" of those people huh? If I would have known everyone who played City of Heroes was single, I'd have made it a point to attend more meet-and-greets.

    Quote:
    Originally Posted by Arcanaville View Post
    And if you're going to toss those numbers around, lets see what they actually mean. Unless MMOs are dominated specifically by lesbians, lets assume that approximately the same proportional amount of couples are same sex female as same sex male and do not alter the distribution by much. For 60% of the female population to roughly equal 16% of the male population means males outnumber females by a ratio of 3.75 to one. Out of every 1000 potential customers, about 210 are female and 790 are male, and of those about 126 males and females play as a couple (again, factoring out same sex couples just for simplicity, not because they don't exist).
    The ratio is actually closer to 5:1, male:female. The document I linked is pretty short, there's no need to make numbers up.

    Personally, I would hope that CoH in 2011 has a more favorable ratio than whatever game he surveyed in 2003. And if CoH's actual ratio is better than 5:1, then we're talking about more than 25% of players (male + female) for whom being able to play with a partner is likely a significant factor in determining if they play. [1]

    Of course, we don't know the numbers for CoH specifically, and I can only assume that survey I linked would be representative of perspective players as well as current players for our game today. That's not something I can categorically claim, but it seems likely to me.

    Quote:
    Originally Posted by Arcanaville View Post
    I'm not going to lose sleep over that. That isn't a make-or-break thing. If they allowed free players to send blind invites, I wouldn't complain too much either, but to lose at most 25% of players who would not be paying to play in any capacity for at least a significant amount of time if ever seems rather insignificant.
    That's not what I'm arguing. These aren't people "who would not be paying to play in any capacity for at least a significant amount of time if ever", these are people who:
    1. have yet to make an initial assessment of the game, and
    2. consider playing with a romantic partner or family member a significant factor in their decision to start playing.
    For that population of people, I'm suggesting that the restrictions placed on teaming for free accounts may be too strict.

    I'm not arguing that free players need to be able to send invites ("blind" or otherwise) to premium or vips. I am arguing that free players need, at the very least, the ability to form teams with each other. If there are ways to achieve this goal without disturbing VIPers, then I'm all for it. But even if it is all or nothing, I think that the population in question is valuable enough to justify some risk to subscribers and premium players if being able to team would make the difference between them playing (and paying) or not.

    Quote:
    Originally Posted by Arcanaville View Post
    That means even if every single one of those couples was comprised of a male that refused to become a premium or VIP player *and* a female with the same property, we'd be losing access to approximately 25% of all possible prospective customers. That's the worst case scenario under these numbers, assuming absolutely *none* of those prospective customers happens to be dating someone that is currently either a VIP player or someone who would be returning to the game as a premium player.
    We can't make that conclusion based on the data I linked. Paragon may have their own reserach that leeds to that or a similar conclusion, but nothing I've seen is sufficient to support it.

    The most I'm willing to infer from the sources I have is that being able to play with a partner or family member is likely to be very important to a significant number of people. If Paragon wants to attract new members from this population, then they should consider changing their teaming restrictions sooner rather than later.

    Quote:
    Originally Posted by Arcanaville View Post
    Keep in mind, City of Heroes Freedom is not out to pad its player numbers with as many free players as possible. It is offering people a chance to play for free, with the full understanding that the totally free experience is significantly limited, and the premium experience will always be less than the VIP subscriber experience. We're offering a chance for players to play the game, try it out, and decide whether they want to pay to gain further access. What we're offering is a lot, but absolutely nobody cares if its not enough for some people. It only has to be enough for enough people, because we're not giving away the store, and we have no need to give away the store. This is an attempt to attract more paying customers. Its not some last gasp attempt to attract every freeloader in town with a free beer sign.
    Like I said, I'm not talking about freeloaders, I'm talking about people who have yet to make an initial assessment of the game. You do not want to require these people to get out their credit card before they can make that assessment.

    Of course, once they've decided, the credit card's more of a triviality (particularly with the dollar amounts needed to make teaming easier). But players need to be able to get to that point, first, and I strongly suspect that being able to start a team is going to be a required prerequisite for many people.

    Quote:
    Originally Posted by Arcanaville View Post
    So when you say we're "not going to get very far" are you saying that if we target 75% of all potential subscribers rather than 100%, the entire exercise is not likely to come anywhere near achieving its goals? Or are you saying if we fail to find a way to encourage people who are predisposed to not pay anything at all to play the game then this business model is not likely to succeed?
    The player wouldn't get very far. As in: if the game doesn't permit couples and families to evaluate the game as a team, then these players aren't going to give the game much of a chance.

    Teaming is a core part of the experience for this game. If anything can convince a family or a guy and his girlfriend to start investing time and, yes, money in this game, it's going to be their experience playing CoH together. For myself, while I enjoy soloing, and spend most of my time playing alone with other people, I would not still be involved in this game if it wasn't for the fun times I've had while teaming.

    So, yes, I would argue that potentially excluding a quarter of perspective players is foolish if you can include most of that quarter without risking the remaining 75%, or the players you already have. I think Paragon can do that, and that it would be worth doing... which I guess is the TL;DR version of my point.

    [1] And that's just considering romantic partners. The survey also includes data for people who play with family members. Specifically, 16.4% of men play at least "sometimes" with a family member, and 29.5% of women. That can be compared to 12% of men, and 49.2% of woman who play at least "sometimes" with a romantic partner. (This is a narrowing of criteria from the numbers quoated earlier to exlude those who only play "seldom" with a partner/family member.)
  11. Quote:
    Originally Posted by EvilRyu View Post
    5. The lack of additional content to get parity in this game. There are almost twice as many hero tfs than there are villain sfs. That needs to be corrected. Fill in every where there is a level range for the. Basically what needs to happen from here on out until parity is reached is add 2 to 3 villain sfs for ever 1 hero TF they add.
    I just don't see that happening, EvilRyu. What I hope they do, is that any new Task Forces (or revamped old ones) will be parallel stories (like the new story arcs they're adding with Freedom). Use the same basic narrative, many of the same locations, but tell the story from both sides. What does a hero do to save the day? What does a villain do to (at the very least) take advantage of the chaos, or (hopefully) cause the chaos to begin with?

    One thing that I think would be very interesting, is if they used the clone tech to place villain players who recently played the twin Strike Force as NPC clone adversaries inside the hero Task Force (probably not the big bad, and maybe not even as a required encounter, but there to fight if the players are up for a challenge). If I run a SF on a villain, and turn around and run it's twin TF on a hero, I could (potentially) fight my other self. Or imagine sending a tell to villain "Heh I just beat you up!" and getting a reply back, "No, I just beat you up!" ... that sort of thing.

    As far as difficulty of content? While there are individual examples of broken mob powers Villain side, I think for the most part its much more well balanced than hero side. The dev's seem to agree, because the difficulty curve has continued trending upwards with Praetoria. Praetoria is as much more difficult compared to Villains, as Villains is compared to Heroes.

    Personally, I think that Praetoria is too difficult (at least when teamed), but I still think it would be better for the game as a whole to increase the average difficulty of hero side to mach villain content (and fix Praetorian mobs, so that big teams aren't so suicidal).

    Hopefully with the revamp to Atlas, the lower level hero game will be rebalanced so that it's more comparable to the new content. They'd be well served, to increase the difficulty of most of the content hero side, not just Atlas Park, IMO. We'll see what happens.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Free players aren't subscribed.

    No, I get your point precisely. My point stands. Free players aren't subscribed. The free game is there to encourage people to subscribe, or alternatively go ala carte as a Premium player. To the extent that free accounts and premium accounts are missing features that would encourage them to subscribe, that is because they are missing features that would encourage them to subscribe.

    We will lose people who say "I would pay to have more if I was given more for free, but since I'm not given enough for free I won't pay for what I want" and frankly, that's a good thing.
    The thing is, I agree with the parent that teaming should not be one of the things people need to buy. It's like offering a free-to-play Mario game, but making people buy something before they can jump. You're not going to get very far, and it doesn't matter how "cheap" those mushrooms are, getting your credit card out to pay for something so that you can enjoy your "free-to-play" game (before you've actually played it) is a huge hurdle.

    Take a look at these numbers from the Daedalus project:

    http://www.nickyee.com/daedalus/archives/000430.php

    Quote:
    On average, about 60% of female players (N = 312) and 16% of male players (N = 1592) play the game with a real-life romantic partner.
    Assuming similar numbers apply to CoH, that's 60% of your female demographic who will likely simply pass (while their SO goes on to play some more Call of Duty) simply because they, as a couple, cannot play this game together on a couple of free accounts without first breaking out the credit cards.

    That's the demographic that needs to be able to team. No they can't send broadcasts, no they can't send tells, and yes for most players that would be a significant barrier to running a team, but not for these players. They already know each other, and as long as they can do a Team "Find Member", or start in the same zone within visual range of each other, they can and should be able to team up.

    Edit: And to clarify, the price of the purchase does not matter. Teaming could cost one thin cent, it's the credit card that creates the barrier -- not the cost.
  13. LostCreation

    Auto Power!

    You can't do what you want, but you can set up some binds/macros so that one key will "cycle" between several auto-click powers.

    Create a few macros with the following commands:
    Code:
    /macro G1 "bind g powexec_tray 2 9$$powexec_auto ""$$powexec_auto Aim"
    /macro G2 "bind g powexec_tray 3 9$$powexec_auto ""$$powexec_auto Build Up"
    /macro G3 "bind g powexec_tray 4 9$$powexec_auto ""$$powexec_auto Hasten"
    /macro G4 "bind g powexec_tray 1 9$$powexec_auto ""$$powexec_auto Etc"
    Put the macros in slots 1 through 4 on tray 9, and then click "G1" with your mouse to initially set things up.

    Three things will then happen:
    1. The "g" key will be re-bound so that it "clicks" whatever power or macro is in Slot 2 of Tray 9. (First number is the slot, second is the tray. This always seemed backwards to me, but it's the correct order .)
    2. If any power is set to auto-cast the auto-cast power is cleared. (The empty quotes after powexe_auto are important!)
    3. "Aim" is made to auto-cast.
    You can have it cycle through as many click powers as you want by adding more macros. You just have to be careful to point each one to the next slot in the tray (or the first slot in the next tray, if you want to get crazy with it), and have the last macro "wrap" around to the first. Obviously, you can change the "g" key to any key or key combo that you want, and put them in any tray number simply by changing the 9 to what you want.

    I don't know if this will make things easier for you, but it's a technique I use frequently with the more clicky powersets and find very helpful.
  14. Okay, that's weird. This thread showed up on the front page for me. Most be sorting by something weird. Never even thought to check the post date.
  15. Quote:
    Originally Posted by Balaban View Post
    I'm trying to build up my ill/storm controller but after reading a few posts i'm not sure if i really need these? Was thinking of waiting for Group invis, freezing rain and phantom army. In the meantime i've got swift, recall friend and 1st flight pool power. Are they needed?
    Like others have said, Deceive is very much worth it. What makes the power most useful, IMO, is its ability to turn enemy buffer/debuffers temporarily on your side. Nothing like getting an Accelerate Metabolism from a Rikti, or tricking a Tsoo Sorcerer into hurricane its allies (instead of your tank).

    Other comments: If you're running tight on powers, I'd take Steamy Mist over Illusion's invisibility powers -- and certainly over Group Invisibility -- any day. Steamy Mist is, IMO, the best team stealth power in the game. It doesn't suppress from attacking, and it can be turned off (so you never need to wait for it to expire before escorting that idiot civilian to the exit). Mist isn't full invisibility, but even with that caveat I still think it's better than Illusions options. The resistance, while not huge, isn't anything to sneeze at, and it's easy to judge when you're getting too close -- as long as you keep mobs just outside of the VFX for the power, they generally won't see you.

    The problem with Flash, or at least its problem last time I bothered taking it, was that it's animation time made it very dangerous to set off in the middle of a spawn. There's been some changes to the set in the interim, so I don't know if that's still the case (in particular, I don't know if Superior Invisibility makes Flash less of a suicide power, currently). Regardless, Ill/Storm has enough "soft" AoE controls that I've never missed it.
  16. Quote:
    Originally Posted by Bionic_Flea View Post
    I can understand the frustration. I wouldn't want my global name changed either.

    Is there any sort of datamining that would tell us how many names we are talking about? Is it dozens, hundreds, or thousands? Not that it makes much difference if you are the one who has to change, but I think it would be important to know just how many people will be effected.
    You know, the more I think about it, the more I think the answer to your question should be "all of us".

    The best way, IMO, to do this would be to append a ".us" or ".eu" to all the global and account names -- conflict or not. So even if no one in the EU has the global name "@lostcreation", my global would still become "@lostcreation.us" -- and that would be fine as far as I'm concerned.

    I like how this makes global names look "domainy", and I think fewer people would baulk at this then prepending EU to a name (which is a horrible, horrible idea*). It's also "unfair" to everyone equally, so there's no preferential treatment (however well justified, or not) going on.

    If the dev's wanted to get fancy, they could go one step further and have the game assume anyone you message/etc is the same locale as you are, unless you explicitly append a locale suffix. E.g., being in the states if I /tell @American Friend, ... the game will know that I meant /tell @American Friend.us, ... (Of course, if I wanted to message my European friend, I'd always have to /tell @Euro Friend.eu, ...)

    I can't recall what the legal characters for a global handle are, or if the include the "." character or not. If they do, that would mean anyone who has a global name ending with ".us" or ".eu" (or possibly any dot-two-character-country code) would need to change their handle, but that has to be a smaller population then what we're talking about with the current suggestion.

    * Speaking simply from a humane perspective, prepending EU (or anything) to someone's identity is about the worst option you could pick. My identity is "lostcreation" in the game, not "ewwlostcreation" - which is how people are likely to read my name if I were effected by this change. "lostcreationeww" is still bad, but not as bad since my identity (rather than where I'm from) would still be the first thing people see. "lostcreation EU" would be even better (again from humane perspective) since the EU is even easier to ignore as a separate word.
  17. Quote:
    Originally Posted by Liquid View Post
    Because the game is designed assuming that they won't. If the tank can't keep those mobs off the priority targets, what is the point of the tank?
    Some mobs can see through stealth, and if a mob can see through stealth, what's the point of playing a stalker?

    Having a single class of mob immune to your trick doesn't make your trick worthless, it just means you can't have one trick. It also means that you don't want that one class popping up everywhere in the game -- that's just annoying (and its also something I discussed near the bottom of the original post).

    Quote:
    Originally Posted by Liquid View Post
    This is great, but balance has to be kept in mind. Remember how the PvE balance minimum is supposed to be soloing "heroic" (now +0 x1) missions?
    Outside of the really low-level game, I don't think that's been the balance point for a long time.

    Quote:
    Originally Posted by Liquid View Post
    Well, if you have frequent cases where you have to fight 2 spawns at once if you miss the hold or kill shot on that one mob (assuming you can pick out the mob that will be calling/running for help), suddenly the minimum is raised, requiring some buffs to some player builds.
    Again, you're assuming frequent. At the end of the post I clarify that this shouldn't be frequent just often enough that you'll be on the lookout for it.

    Quote:
    Originally Posted by Liquid View Post
    That now means that normal spawns are going to become less challenging. This is fine, to me (I don't think every spawn should be a challenge, I think there should be varying levels of difficulty throughout a mission to keep things interesting), but may not be fine to the devs. They may like their 3 minions = 1 player minimum.
    Frequency again. But the minimum difficulty in today's game is not Heroic, it's -1x1. Knocking every mob down a level is a pretty serious decrease in difficulty, and I don't think it's out of line that certain ats/powersets/builds may need to drop their difficulty down a notch to solo comfortably (assuming most continue to play just fine at +0x1).

    Quote:
    Originally Posted by Liquid View Post
    Also, I hope that if it is done, it isn't over-done. I'd like this situation to be an occasional surprise, not something you expect to happen 10 times in one mission.

    They could add interesting tricks that mobs can do, but I do hope a lot of thought goes into how it will affect overall gameplay.
    The more tricks they have, the less frequently you should see any one trick. Personally, I think going for once or twice a mission (assuming relatively short, radio-length missions) is about right. Some mob groups may do these things more often, others less, but that's about what I'm imagining.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    In fact, I'm one step away from telling off the entire system and going down to -1x3 no bosses no AVs.
    Quote:
    Originally Posted by Samuel_Tow View Post
    I like my hordes of 5-6 minions, I just don't like the hordes of bosses.
    If you have any sort of AoE, I'd highly -- highly -- recommend you lower the level to -1, and set the multiplier to whatever you can handle. I've been bouncing around on an Elec/Elec tank made post I16. I set my level adjustment to -1 early on and have simply increased the multiplier as I level up. L38 now, and, while I'm sturdy enough to increase my level settings, I just really like the pace I can keep while facing -1/+0 mobs. Not to mention that plowing through a lot of minions is fun -- I don't care what level they are.

    I don't think it'll change the number of bosses you face, but a boss that's -1/+0 to your level is a lot easier than one that's +0/+1. That extra level bump means the boss has more HP, more damage, and hits more often, while you hit him less often and do less damage (as a % of the mobs HP). IMO, the difficulty increase between even con and +1 is too steep, and it's felt most of all with bosses and/or mobs that have resistance to your primary damage type.
  19. Quote:
    Originally Posted by Arcanaville View Post
    And this latter issue is not an issue of aggro: the devs could set the aggro radius to anything they want in theory, and they could add line of sight. But both are limited by the density problem: if you allow critters to notice you at higher, more realistic ranges, you have to lower the density of critters. This lowers the density of players, and you have an MMO where most players are out of sight of each other, which is undesirable.
    That's an interesting conclusion, more important in games with shared public areas than in games like CoH that rely heavily on instancing, but still something to consider.

    CoH's experimented with part of this in Safe Guard missions (i.e. greatly increased the "agro" radius of mobs). I remember complaints (or at least, "is this WAI?" queries) when these missions were originally added, what's the consensus on that change, assuming there is one? It seems like a non-issue from where I'm sitting, but I have no idea if I'm representative.

    As far as the issue of line-of-sight, I think I like the way the dev's have handled this issue in CoH. Snipers are essentially mobs that agro using line of sight, which presents an interesting tactical challenge on missions (or in zones) that include mobs with that capability. There are a handful of other examples like this, of which I think the "interruptable summoners" are probably the best model to copy: fairly easy to neutralize if you're paying attention but can make spawns much more difficult if you're not.

    While I don't think sweeping changes to CoH combat/agro system would be wise at this point, I do think the devs could add some very interesting tactical "puzzles" to the mix simply by increasing the number of tricks that mobs can use. Why can't we have mobs who break the agro rules, for example, and go after "priority" targets, the tank be damned? Or mobs who call for help if given a chance, radioing it in or literally breaking contact to bring in adds from nearby spawns? If you can defeat/interrupt these mobs before they can do their trick, you've just made a battle much easier.

    There's a fine line between "challenging" and "annoying" (not to mention the one between "inconsequential" and "challenging"), which is probably delineated by quantity and magnitude (thinking clockwork, tsoo sorcerers and CoT ghosts, here; quantity on the first, magnitude on the second, and both on the third), but a handful of rare spawns that include these "trick cards" would do a lot of good in the game as far as challenge and depth is concerned.

    If the devs can plan things out so some of the less-appreciated utility powers become trump cards for these tricks (thinking slow, immobilize, burst damage, -perception, etc) all the better.
  20. Quote:
    Originally Posted by BackAlleyBrawler View Post
    Even better, I've got an ice cream scooper that I could use to build a space elevator and escape madness like this post!
    In other words, BABs cannot be replaced by a small shell script...
  21. Quote:
    Originally Posted by Castle View Post
    The only way I would be ok with build switching without visiting an NPC would be:
    • Set Player Health 1
    • Set Player Max Regeneration 0, duration 60 seconds.
    • Set Player Max Endurance 0, duration 60 seconds.
    • Set all powers state to Initial Recharge.
    • Wipe all Buffs/Debuff on character.

    In other words, we do NOT want players to be able to situationally change power selections.
    What if you could block the change if the character has an active mission or is in a PvP zone? If you're in the middle of a mission (or PvPing) you can't switch builds, so whatever build you start with you finish with. You'd need to be able to make a mission "inactive", so that you can reset the mission and change builds if you mess something up (the normal reset procedure would keep a mission active at all times), and/or maintain the ability to switch builds by speaking with a trainer.

    This and needing to visit a Field Analyst/Fateweaver to change difficulty settings are two things that I find vastly more irritating then they probably warrant. (The difficulty thing is particularly frustrating when on teams. At the very least, the team leader should be able to tweak the teams difficulty settings between missions directly, without visiting anyone or having any teammates visit anyone.)
  22. Quote:
    Originally Posted by Castle View Post
    Couple notes:

    The Hitting post death thing has always happened but it was fairly restricted to which powers caused it prior to I15. Engineering has found the cause and a fix should be in I16.

    As for the AI being alerted as soon as you activate a power (and not on being hit or missed by the power) again, this has always happened but been relatively unnoticable due to certain other restrictions. By broadening the tolerances of those other restrictions (which gives me some freedom to do some things that previously were not possible) this issue became much more visible. We're still looking into solutions to address this in a better fashion.
    In the mean time, this seems to happen less often if I attack something from behind. The AI seems to require that the mob turn before it fires off its attack, so if you literally backstab a mob, it won't be able to turn and attack you.

    I've also noticed this being a bigger issue with ranged powers that have relatively slow moving projectiles compared to those with fast ones. Compare Fire Control's Char with Ice Control's Block of Ice; the first needs to travel to the target, the second hits instantly. I've noticed that "held" mobs get off an initial attack with the former a lot more often than the later. This may or may not be related to the changes... I never really played fire control prior to the dom changes.
  23. [ QUOTE ]
    It appears that if you die in a completed mission (or one completed after you die) and click the exit button, it no longer makes you fall on your face outside the door. It sends you to the hospital instead. Is that new in this Issue?

    [/ QUOTE ]
    Sounds new, I kinda liked popping out of the mission on my face, since if I wanted to hit the hospital I could always punch the "go to the hospital" button.
  24. [ QUOTE ]
    Argh.

    /em flip now ends with you permanently in the "idle ready" animation. The one where you have one foot forward, and females are arms akimbo.

    This used to put you in the "hands on hips" animation, and leave you in the idle animation swap loop (moving between hands on hips, arms crossed and foot forward)

    This probably seems like a silly thing to be frustrated by, but I used /em flip to force characters into the idle cycle for screenshot and demo purposes.

    [/ QUOTE ]
    I kinda like the new version. Maybe what we need is /em idle so you don't need to use a workaround to get you into the animation loop you want?
  25. [ QUOTE ]
    Even if they didnt give a full respec I would be glad if I could start over at level 1 but still keep all my badges but allow me to pick another primary/secondary.

    [/ QUOTE ]
    I agree with you here. Mainly that's because some of those badges can't be gotten on new characters (e.g. the Anniversary ones), and others are just a PITA. I'd rather have all of the anniversary and hard-to-get badges on a character I *actually play*, then parked in a museum somewhere.

    That being said, if this feature ever sees the light of day, it should be as a microtransaction. Spend $10, and you can completely re-roll your character:<ul type="square">[*]The rerolled character keeps: influence, SG affiliation and prestige history, costumes slots, costume pieces, badges, souvenirs, temporary powers, and any other goodies that they've unlocked, either by leveling up or by actions they've taken. [*]Missions they've done remain done. Missions they haven't done, or contacts they haven't unlocked, can be done when they reach the appropriate level again. This is feasible on Heroes, but more problematic on Villains. Going Rogue may (or may not) make this more feasible for both sides, depending on if we get new low-level content with the expansion.[*]They lose their character level (either down to L1, or maybe L10 or L20) but get enough patrol XP credit to last them until they get back to their current level (less whatever's lost by being defeated).[/list]
    IOs are a tricky problem. Part of me thinks that, if its worth the pain of starting over, it should also be worth the pain to handle the IOs before you reroll (selling what you don't want, finding a way to store what you do, etc). OTOH, I really think IO inventory and slotting rules need to be reconsidered in general, not just to handle this special case. Enhancement inventory has been arguable broken since IOs were introduced, and things have only gotten worse since dual builds. That's really a separate issue, though, and tricky mainly because of its potential impact on the economy.