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Posts
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Joined
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My wife and I play. We have characters that we play as couples, like Tinkerbella and Lostboy, but I also have a slew of characters that I play solo, since I tend to play more than her.
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I believe Makers Mark is a type of whiskey...or bourbon, or something like that..
And I come up with Creative stuff by mind melding with my 2000 year old spirit guide named Joemamaisphat. He was killed in the year 5 by a rabid pack of jackalopes that smelled the pie in his pocket. (Quite obviously carrying it in his pocket due to Tupperware not having been invented yet.)
As for how I define my " Creatity ", I havent a clue, cause I don't know what that is... -
Lol, was going to put info into bio, so if someone was trying to talk to me, hopefully they would scan bio, and see what I'm (not) talking about, hehe. After some consideration, I'm thinking I am going to have to have him gain some telepathic powers, as eventually, I will have to say something... can just preface it with "Silent Scion sends you a mental image of...." or something like that.
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Made my first ALL role playing character today.
His name is Silent Scion, on Liberty server. Born deaf, dumb, and blind, his uncle attempted radical surgery on him using recovered Rikti lasers. The operation worked TOO well, as now every sound is like thunder, every light is blinding, and the sound of his own voice causes extreme pain, thus, he can never speak.. His nerve synapses are now firing at such an extreme rate, he is constantly covered in fire. His armor and gloves have devices in them to hyper-cool the area, but they also cause unwanted side effects...
Now on to the sticky part... If he never speaks, (which means I can never do a mission with him, he will be raised by street hunting alone... Fire/ice tanker, so no real problem there..) how do I explain how he levels up?
I know this is a piddly thing to worry about, but if I'm going to make an ALL roleplaying character, I've gotta go all out with him, hehe.
Any suggestions are appreciated.. -
Babbage= rhymes with cabbage... both are yucky.
Tesla= 80's hair band...
Terra Volta- from the greek root words Terr and Volt. Means "yucky when you dont have vertical travel powers".
And Rikti Drone is ummm... I dunno, I just don't like em....
My brain hurts from all this big thinkin, I'm gonna go take a nap now... -
Thank you
My confidence in this game is restored many times over. Would like it though, if mission slider was on highest level, that the boss maintain it's +1 status, that would rock, lol.
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Teaming wasn't broken before, and this is not a fix to it.
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People routinely solo missions spawned for 6+ players. How can that not be broken? If one person can do is alone what challange does it offer a team of 6?
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It's been fixed, without changing bosses. Take that same solo player, set mission to highest setting, see if he can complete it set for six people. Won't happen. Take a well balanced team, set mission to highest, they get a challenge, everybody wins. The mission slider ALONE made missions fun again. I had stopped doing them on my main, since they were boring, and gave low xp compared to street sweeping. Now they are all I do, with slider set to max. And I routinely enter missions with 4 to 5 +2 bosses. My main can still kill them, with little fear, so it only enhanced my solo play.
But I still hate the boss changes, because there are only so many AT builds out there that can do this, and I would hate to not be able to play all the AT's.
I don't group up very often with people I don't already know. For reasons why, examine the pompous attitude of many of the posters on this thread. To assume that since they like to group, everyone should like to group is ridiculous. Soloers take nothing away from group players.
The mission difficulty should be set by slider, and group size. Problem solved, everyone is happy. If you get the mission solo, you should be able to complete the mission solo. Period. If the mission requires a group, the group should have to be assembled before you can take it. So a solo player never has dead missions on the list. If you like the boss changes, slide the mission up. Boss gets tougher. If you don't like them, keep it at hard boiled, bosses are pre I3. Works for me, everybody is happy. -
I think the datamining should be done now. So far the opinion seems to be, "let the mission slider determine boss level/difficulty". The few that don't want it rolled back, or alterable are just that...few.
I played for two years in AC2, was monarch of a very large, very active allegiance. (Over 4k members...) Every quest, hunt, etc, after lvl 30 was something you needed a group for. After logging in, I was constantly answering the calls for help from lower level players, and very rarely got the opportunity to do any quests for myself, as they all required a group, and I just didnt have the time to do that sort of thing.. I had to spend literally 5-6 hours a day on line, just to get about a half hour of playtime in.
When CoH came out, I bought it, to check it out, as I do with most MMO's, and was immediately attracted to the game. The manual that came with the game, if I remember correctly, said, "every AT can solo, just not all at the same level..." (Could be wrong, but I'm wrong a lot..) I made blasters, tankers, scrappers, controllers, defenders, and had fun with all of them. I had so much fun, I cancelled my AC2 account. Because I could finally just log in and PLAY. No teams needed, but I could do so if I wished. I could play for an hour, I could play for 5 hours, and I didnt HAVE to team up.
Please, please, please, listen to the overwhelming response from your playerbase, and allow the boss difficulty to be set by mission slider or group size, and remove the multiple clicky things from missions, if the mission was received by a solo hero. I group every night, but primarily with my gf, and would prefer to keep it that way, only teaming with unknowns when I WISH to do so, not because I have to.
It is a game, and as long as we play by the rules, the way we play should be our choice. Is basketball any less fun when you are playing one on one, or playing with a full 5 member team? (Not from my perspective, since I'm a ball hog anyway)
A hallmark of MMO's is the open ended game play. Do what you want, when you want. Let's keep that in mind... -
I firmly believe that boss difficulty should ramp up with group size, or mission slider. If a character walks into a mission solo with mission on hard boiled, boss would appear as normal, pre I3 hp and damage. Invincible, what we have now. Groups of 3 or more get the new tough bosses, regardless of sliders...
If a spawn can check level of group leaders passing by, it should also be able to check mission sliders...
The game was marketed as an "anyone can solo" game. If soloing means leaving a mission, and coming back in 3 levels so you can finish it, someone better check their Websters..
I can solo the new bosses. I'm not upset about any of my heroes getting nerfed. Even my Invuln scrapper is still doing well, and having fun. I am upset that now I will never have a controller or defender. Because I will never make a hero that HAS to group to play. It's just not heroic.
And why is a normal boss 1.5 heroes? Shouldn't it be even odds for any hero to defeat a normal boss? A named boss should be 1.5, but then, which hero do you base the 1.5 on? Logic would dictate that you base that 1.5 on the lowest common denomenator. Which means that 2 of the 4 AT's should still be able to solo it at any level....
Choosing to group is a fun and rewarding time. Having to group is a grind, and it gets old very quickly.
I will repeat for emphasis, please let boss difficulty be tied to mission slider, or group size. Let people solo when they want, and group when they want.
The choices we get to make about our gameplay can make a good game great. We need to have the choice to solo or group.
It might be different if it weren't 8 months into retail, but we have grown to love a game that we can actually play without a huge group, and a huge timesink. Why take that away?
Again I stress, not all AT's are affected, but I will never play an AT that has been.... -
On a few of my heroes, I love the boss changes. Absolutely hate it on others. While I agree that some AT's would consider a pre I3 even level boss fight a snooze fest, to other AT's it was already a headache. I firmly believe that the mission slider should determine the bosses status also. Set your mission to hardest level, bosses have the extra punch, etc, or keep it at lowest setting for normal boss levels. And street corner bosses should just be left alone, or if the coding is there, possibly have them react with mission slider also. (If they can do it with AV's, they can do it with bosses, IMO.)
All in all, the across the board increase in difficulty is a bad thing, even if I can still fight them and win with most of my characters... Casual players, and support classes are in a no win situation here...
edit* BTW, just for reference, upping boss level will NOT slow the progress of the player base that races to 50. In every MMO I have ever been involved with, the small percentage of people that hit level cap shortly after release are complete min/maxers, and seem to find every loophole, exploit, workaround in the game. This will not change that behavior, it will only slow the progress of those that have been, and are, playing the game for the sole purpose of playing, not "winning". The 5% or so, whatever the number is, of people that have already achieved 50 (some multiple times) will still find a way to outlevel the rest, and will still complain of boredom... Why punish everyone?
(And yes, I do have heroes that can still solo +3 and +4 bosses, (no level 50's though) so I'm not necessarily worried about my game play in particular, but I do feel for people that enjoy the support classes. And this has definately swayed me against ever working on my defender and controller, as I really like to solo most of the time, or play with one person at most..) -
Controllers will still be valuable to a great degree, even with these inspiration types. Consider a regenner, drop toggles, dead regenner. And you also have to assume that the person you are fighting had the forethought to purchase/stock up on em.
Pvp fights wont be over in one/two shots, so hit them again. If the inspiration only gives a resistance to stuns/sleeps/holds after the first hold is broken, hit them enough to break through the resistance. Toggles dropped again, dead enemy.
Controllers will still be feared, and very rightfully so. Even the blaster hovering above will be knocked out of the air when hover turns off on him.
Wouldnt worry too much about it, as I suspect this will be playtested before implementation.