LostHalo

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  1. Quote:
    Originally Posted by Eldagore View Post
    Myself, i hope for a system like what I describe above, so solo players, casual players, any player can participate in the system, rather then writing up a few giant raids that take hours to complete and make a giant lag fest etc. The whole "difficulty by requiring huge numbers of players to defeat" concept is old hat.
    First, why do 'casual', solo players need to be unnecessarily stronger? This kind of hearkens back to BackAlleyBrawler calling someone out for labeling themselves a "casual player" and, in a completely straight-faced manner, mentioning their "purpled-out warshade" in a single post. There is a fairly obvious line that separates people out from being considered "casual" and that has nothing to do with how many hours per week they play. Hell, I've played probably less than 5-10 hours in the last month and I would never consider myself casual.

    Second, for that matter, why would players need the inconsequential buff in general? Feelings or outright traits of weakness in your character tend to be sourced from issues in meatspace, not the game. Again with the "casual" players, there is no need for such a buff. The basic challenges of the game would never require such a thing and when you're starting to talk about "purpling out" a toon, you're no longer a casual player.

    Third, this game is already very friendly to small teams or solo loot acquisition. If you can't get it, you're not trying (and trying does NOT mean hours spent in-game). Period. That said, no, you can't solo the real Hamidon and solo LRSF/STF runs are extremely specialized maneuvers but in all honesty, "them's the breaks".

    And I'll just add in that a team of two or three can already conquer any obstacle (outside of large simul-clicks) except possibly the real Hamidon (haven't tried, have built a plan for doing it with a single team though) and the Mothership (smallest team we've done it with is 5 just to see if we could--haven't tried "pushing" it yet), so I really don't see a point for such buffs when the "hardest" challenges can be wrecked with just a little planning and thought beforehand with what we already have.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    You're still missing the point.
    Your basic argument boils down to trying to define "decent", specifically as it is applied to damage output and how it is balanced by other factors tied to a toon's abilities. Perhaps you would prefer the term "adequacy"?

    " [x] as an AT do (not) have adequate levels of [y] to make up for the (dis)advantages applied for (not) having [z] as a [primary, secondary] factor. "

    [Scrappers] as an AT do not have adequate levels of [support function] to make up for the disadvantages applied for having [damage] as a primary factor.
    [Defenders] as an AT do have adequate levels of [support capabilities] to make up for the disadvantages applied for not having [damage] as a primary factor.
    [Scrappers] as an AT do have adequate levels of [defense] to make up for the advantages applied for having [damage] as a primary factor.

    Blah blah blah, and so on.

    I mean, yes, you go into an inferred (and later directly discussed) red herring about the inability of the game to properly break free of the "go here, punch guy in face, collect loot" paradigm as an attempt to affirm the primary argument, but fail to really go into stronger an argument than:

    (1) Damage-heavy, support-light characters solo fast but add less to a team. (Arguably accurate premise.)
    (2) Damage-light, support-heavy characters don't solo fast but add more to a team. (Arguably accurate premise.)
    (c)Thus, there is a disparity that must be fixed by blurring the distinction between (1) and (2).

    You haven't sufficiently defined the "disparity" that makes (1) better than (2) or (2) better than (1) or why both (1) and (2) need to be more of a (1.5) in definition. It boils down to pure opinion in that you have the opinion that (2) is not what you would consider "decent" in terms of soloing and whether others do or don't share that opinion. Or in another direction, that the potential reward teams offer override the potential value (1) will get out of soloing and by extension, are obligated to team but being inferior to (2) while doing so.

    Just a side note, yes, this is just fostering the discussion, nothing more--for those of you less inclined to read things in a detached sort-of-way.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    Old question, been done to death.
    In directly answering the title: mainly because that's how DnD did it and a lot of RPG mechanics, and well, tropes, are derived directly from it.

    Quote:
    The problem, when it comes down to it, is why would anyone play a Fighter who can only fight, if a Healer can fight AND heal as just as well, possibly even better?
    Because it's a different method of playing. Not everyone wants to play the same way.

    One close to home example... One of my brothers derives the most satisfaction from his myriad of RPG-style games in the "Cleric" or supporting role (Defender, Corruptor, Tanker, Tanking Brute, Controller, that kind of thing). The other? Well, he likes blasting the hell out of the landscape or in general being a terror to the opposition in some way (Blaster, Brute, other methods of achieving that end result). As for me? Well, I just like to have a gimmick.

    Quote:
    As long as the only way to triumph is to cause the other guy's hit points to bottom out, doesn't it make sense to give EVERYONE decent offensive abilities? And when I say decent, I don't mean "exist on paper," I mean offensive abilities that actually make a point.
    No, the real problem is defining "decent". For the capabilities of my Defender's primary, I accept their damage is lower. I don't consider it bad in any way, just lower. The game engine is limited in that we can't just mix&match exactly what we want out of it, that's far and again beyond what these games in general can pull off (except pre-lame SWG but anyway).
    Comparatively, someone else might define the Fighter's damage focus as the bare minimum for being "decent".

    Quote:
    As long as hit points depletion is the one and only way to succeed, doesn't it make sense to give everyone decent and equal(ish) tools to do that as a basic toolkit, and then give everyone something ELSE to define their class?
    Because MMORPGs are trying to focus on the MMO part. The RPG part is important as the core function of the game but if your MMO part is ill-conceived, you don't get the desired numbers. The RPG is your car's engine and core parts, the MMO is the frame, seating, and final presentation. And you won't get very far without one or the other. The engine gets you from point A to point B but if the frame and controls are beyond ugly and broken...well, you work with the frame and controls directly on a day-to-day basis. You won't even consider the vehicle if the feel/presentation looks like crap even with the best engine.

    Quote:
    I understand the need for balance, but I have to wonder - why can't everyone be good at the bare essentials, which are killing stuff, and then specialise from there?
    Because FPSes are not anything the same as an RPG where balance is concerned. They're not even in the same race unfortunately. Sure, everyone can be boiled down the same exact thing...but then you're not offering any variety and well, Counter-Strike is cheaper.

    Quote:
    In fact, isn't that kind of how Warhammer 40 000 is designed? Even the medics and librarians wear power armour and carry around machine guns and axes.
    Ah, but they aren't even in the same league as the damage-focused units are they? They can defend themselves, sure, but that doesn't mean they're anywhere near the level of someone with four chainsaws and a rocket launcher.
    In the context of CoX, you can't afford to have that much disparity between the classes, which contrasts with my earlier point about how you can't have too much homogeneity. It's a balancing act outside of explicit "balancing" in the game. In my eyes? CoX has struck a beautiful niche on the line. Perhaps some don't share this but then, I just laugh at them because I don't want to argue something that is a different mindset.

    Quote:
    I understand the draw of specialization, but wouldn't it really make sense to let everyone be decent at fighting for his life? One would think all super heroes would need to be, in order to have survived long enough to level up, right?
    It just comes back to how you define "decent". I think it's fine in all honesty. The game isn't hard enough to force anyone to be any stronger than they currently are.
  4. Let's race Super Speed and Fly through Grandville, then decide which "needs" the speed increase.

    Travel is fast enough as is and I can guarantee you that you're not going to miss/laud the extra minute it costs/saves you.
  5. Quote:
    Originally Posted by Catwhoorg View Post
    ah the interent. where stupid finally reached an exponential growth phase.
    Stupidity is and always will be a constant. The Internet is just an unprejudiced mouth piece.
  6. It's not really a case of high vs. low levels. A quick way of looking at it is to take your most-used attack and just divide its base endurance with base activation and recharge. Usually you'll get something a lot higher than the typical 0.21 end/s that toggles consume.

    Pulverize, for example, would be 0.89 end/s. Now add in Bash for 0.97 end/s and you can see how quickly the balance starts tipping against you.
  7. LostHalo

    Let us solo TFs

    Sure, on two conditions:

    1) All of the late (any that are available from 40-50, including Imperius) TF AVs get the same condition that allows Hamidon to kill PA.
    2) All of the late (same definition) TF AVs are a minimum of 52 and all spawns are x8 regardless of any other setting to the contrary.

    But then, these are just my axe to grind (and should apply to teams as well, of course). I suppose there's a third condition that there never be soloing badges.
  8. LostHalo

    Power Sink

    Silverado's soloing list is sick and wrong, does that count?
  9. <QR>

    Match-making sucks. Stop being a wallflower.

    That said, for the wallflowers, it would probably be convenient, although I'd imagine the scenario would probably boil down to:
    1) "This team doesn't have [x], retry."
    2) "This team has too much of [x], retry."
    3) "This team is too small, retry."
    4) "This team is too large, retry."
    5) "This team is fighting [z] mobs which are lame, retry."

    And about a hundred other increasingly inane excuses.
  10. LostHalo

    Caging Questions

    I'm kind of disappointed it hasn't shown up in PvE content yet, such as a "half the team is phased and half of the mobs are too"-kind of deal. Admittedly, the tech for such a thing would be a little...curious as to it being pulled off successfully. (And could you imagine the BAWing over such a mission mechanic? Wow.)

    Would definitely be a shockingly brutal encounter though.
  11. LostHalo

    Caging Questions

    I just went off-hand with what my Earth/Sonic has, which is two. I believe our FF/Elec Defender has just two slotted as well but I may be mistaken.
  12. Your AoE damage output is relatively slow, so I'm saying it would do you well to slot procs into Dark Armor's various auras.
  13. LostHalo

    Caging Questions

    Cages are not the same as regular mezzes. Their duration is fixed, the magnitude is not.

    We (SG, etc.) have been using Sonic Cage and Detention Field for several hundreds of STF runs plus several years of regular goofing-around use. They are always 30 seconds in duration. However, without proper enhancement to their magnitude, you never see the effect.

    Quote:
    Originally Posted by GuyPerfect View Post
    If Intangibility magnitude can be buffed, then it's a bug. The Enhancements have been called "Intangibility Duration" for years now.
    And they've been named wrong since the change to the other direction was made. I seem to recall the issue was two-fold: magnitude couldn't be stacked and if the magnitude was high enough, it was laughably easy to make a Cage last somewhere in the area of a few minutes. (In fact, I seem to recall that the AoE Intanges had a base duration of 60 seconds. Now just imagine that at say, 300% enhancement value on Black Hole with perma-Hasten.)
  14. You can stack an astonishingly high degree of Stun magnitude on a single target. While that can be of analytical amusement, it's not particularly valuable over the course of the game.

    EM/* tends to do better with concentrated groups of tougher targets, such as to maximize its two overkill attacks. */DA tends to do better with large groups consisting of lesser targets that can be mezzed and used as fuel for Dark Regen while killing one or two tougher targets.

    Thus, they can work together but Death Shroud and a lot of procs in your auras will be a great necessity to you over the Brute's lifetime.
  15. LostHalo

    Caging Questions

    Quote:
    In every case, if Dimension Shift hits it will apply the phased status as there seems to be no protection against it. It will phase EB's, AV's, and even GM's every time. So there is no need to stack effects. Even if there was such a need Dimension Shift and Sonic Cage apply different effects that would not stack. For giggles, you could phase an enemy with Dimension Shift, use Phase Shift, then cage the enemy with Sonic Cage.
    It should be noted that purple patch is in effect and AVs seem to have a default of "boss" level protection against Sonic Cage/Dimension Shift's phase. You have to slot two of the relevant (acc/mez) S/HOs into both of the ST cage variants in order to have high enough magnitude for the STF's +4 AVs.

    It's one of those things that's kind of frustrating because the necessary Intange magnitude is just out of Black Hole's reach (and that includes doing something like 6xEnhancement towards it).
  16. <QR>

    Because most of the time, even if I kill them for being annoying, they will come back, they will spam broadcast, and they will get more to assist in bugging me.

    I don't care how innocent or innocuous they may actually be compared to my above example, I assume they're just the in-game version of trolls. It's easier to not deal with the issue and move on.
  17. LostHalo

    Damage output

    With those specific conditions, */Shield on a Brute or Scrapper. And being that you're teaming all the time, you can indirectly influence overall team damage output by making things safer for squishier toons through AAO (through debuff, aggro control, and positioning caused by aggro control) and Grant Cover.

    As for primary, it's a toss-up. I wouldn't really say any one set is inherently better overall, just that each does the same things in a different way. However, I will say that, while it's a combination I haven't done personally, Electric/Shield seems to be a fan favorite both in my circle and, by a quick gander at the large number of threads referring to the combination here on the forums, a favorite in general. So, you may want to take a look at that (and most of the threads should be on the first few pages of the respective AT forums, even).
  18. By my immediate guess, I can figure it's one of those builds that won't cater to what a lot of people expect. Have one SGmate with such a WP/EM Tank that is much the same as being essentially indestructible (it's nice because it means I don't have to run my Infinity+1 Stone anymore for the most part, letting me do other things--not to say I don't like the Tank but 300 or so STF runs with a single role starts to get to you). Just giving a little warning if you expect it to conform to 'normal' playstyles.
  19. That definitely crosses the line into excessive paranoia, if true, on the dev's part.

    I was going to make my point with an analogy about how department stores don't close up shop due to thievery but I just had a violent image of trying to open some clamshell packaging last night.

    So yeah, overeager defensive mechanisms that only frustrate actual users but yield no decent results against the people determined. That said, we could equally be being paranoid about dev intentions--it's not as though features like this that seem simple haven't been totally unconsidered before.
  20. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Also, the vast majority of grammatical errors these days have more to do with punctuation usage and the "to/two/too" and "there/their/they're" conundrum. Spell check would unfortunately do nothing for those issues.
    I'm usually pretty lenient on even gratuitous grammar failures but there's just something about those six words that is like cancer to my veins. There was one arc with...let's just say he had as many commas as he did words, maybe more. He didn't screw up the obvious six, which got him 2 stars!

    Oh, and "assasin" is WRONG. "Asasin" is WRONG. "Asassin" is WRONG. "Azassin" is ******* WRONG. EASY way to remember: There are two ways to make an *** of yourself in this word! *Weak, censor, weak. Well, the meaning should be obvious at least.

    Corrupt'e'r and Corrupt'o'r are troublesome too but I let that slide because a lot of spell checkers (including the one in Firefox) are actually mistaken in labeling the latter as incorrect.
  21. LostHalo

    Character Bios

    Quote:
    Originally Posted by Kelenar View Post
    Well, that, and some costumes just work well with a concept or backstory. I personally appreciate a good costume that ties in well with the character's overarching concept more than a great costume that makes no sense. ("That's a really great ninja costume! ... so why's it on a three-foot-tall tech origin forcefield defender?")
    Sums up my opinion on a bio requirement for costume contests.

    It also potentially eliminates a lot of the "Skank Trophy" issues. Although, I have given out Skank Trophy consolation prizes just to be, I don't know, ironic or something, I guess (when the aforementioned skank doesn't win in someone else's contest--"Here's some spending money: Go move that chest slider to the MAX and remember, less is more with clothing, even in a setting that supports skin-tight leotards!"). There's also Darkenstein for heroes and The Wangst for villains. There are others but those are the most notable since they are fairly easy to identify without my explaining them.

    I rarely host CCs but if you can't handle sarcastic commentary at your expense for a prize, well, too bad. That's how it works when you fall into one of the obvious clichés. That said, there are a lot of ways to "win".
  22. LostHalo

    Character Bios

    Quote:
    What percentage of your characters have biographies?
    Physically (or virtually) transcribed? Less than 10% on my "played" characters.
    Mentally stored? All of them. Just a limitation of time and patience to get them written as some of them are a little more "ambitious" than others. One in particular has a 40 line humorous narrative poem for its origin story (which I have written down due to its size but yeah). Obviously, that doesn't really work well with the space limitations imposed in CoH.

    Quote:
    Do you usually write them at creation or after you've had a chance to get a feel for the character? Has a good biography saved a character you otherwise weren't that thrilled with?
    My characters are all based in gimmickry. They have to fulfill my desire for some analytical silliness (an AR/EM Blaster with a 641' range Teleport and Full Auto at a longer range than a Snipe's base range). If they don't have that, they're boring and I can't bring myself to play them.

    I then build the role to suit its gimmick which is finally applied to the character. Comparatively, if I don't have that gimmick, successfully building a role still means the character won't be played to completion. One key example is my forum namesake, a DM/Regen Scrapper. It was made before I discovered what was needed for me to enjoy a toon so it sits uncompleted at 42 after more than 5 years (although it has granted me other benefits in toon creation so I can't bring myself to replace it...that and I don't want to lose the various anniversary badges), despite having a fully fleshed-out backstory and web of intrigue surrounding it.

    After that, time constraints dictate whether a toon gets played or not.

    Quote:
    While I'm on the topic, anyone else notice the text window where you write your biography being buggy? I'll be at 1004 characters, go back and delete a comma and it'll jump to 1015 characters or some weird like that.It tend to make large character count jumps for minor changes that don't add characters at all (or certainly not 15 of them).
    The character windows uses html encoding, so putting in a line break, or hitting "return", actually means you're using four characters for "<br>" rather than the one you think you're using according to the character counter (although I don't recall if this still applies, it certainly does in AE still though). After that, I understand there's apparently an overall text box bug hanging around causing problems.
  23. Quote:
    Originally Posted by GrinningSpade View Post
    For example. My arc Blackmarket has been run through a proofreader, a text editor, I have made dozen of spelling and error changes from people who pointed out errors to me. Still people find more errors! It is as if the errors never end and that is disheartening.
    There will always be errors of various degrees in any writing anyone does. That's something you'll have to live with, it's just par for the course. It's part of the reason I've always hated a lot of the..."goofier" rules because you can take the same piece of writing, have it proofread by different people...and get different recommendations outside of core mistakes (at one point, I actually tested this idea on a lark and pissed off one of the "editors" by comparing the results I got to Feng Shui when discussing them...anyway).

    That said, good proofreaders won't fall into the trap. *And I should mention that yes, it is also quite highly probable you ('you-niversal', not you in particular, Grinning) fail at writing, it's generally a bad place to start assuming your proofreaders are wrong/bad.
  24. The rudimentary deception displayed in those experiments could be viewed as a manipulation of external events, not necessarily that the external events are understood.
    Just as a devil's advocate, I don't know if it really suggests the infant understands the subversive elements in getting something through deception other than "Hey, Action A gets Result B!"
  25. Quote:
    Originally Posted by The_Chosen View Post
    Assuming the next Pack IS Mutant-themed, what would you like to see?
    Decent fur, rather than the painted-on, patchy stuff they have going right now (think Beast from X-Men). And as somebody already mentioned, monstrous heads that aren't quite so astonishingly ugly--and with adequate color support. I probably wouldn't use them per se but I'd like having the option available.
    One other avenue that could be explored are different face options given to unusual characteristics but granted, that's getting down to some rather specific details. If they opted to do that, I'd honestly prefer for an overall game update that gave me full facial control without the need for painted textures (which seems the natural evolution, should improvements on that scale ever be possible). Alas...

    Honestly though, when I think "Mutant", I end up picturing X-Men and they aren't particularly...given to a unique costume set beyond what we already have.