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It's always funny to see how easy it is for people to make the classic assumption that "since I don't use X that must mean that nobody uses X".
The history of this game is filled with countless QoL improvements each of which are only used by certain subsets of the player population. The flight poses are a perfect example of that. No feature like this is ever going to be universally appealing to everyone. Thus a given person disfavoring feature A, B or C by themselves is -never- going to be a valid enough reason for the Devs not to provide it.
Will we ever get some version of a Walk feature? Maybe.
Will everyone want to use it if we do? Of course not.
Is that a legitimate reason to stop suggesting it for the game in general? Of course not.
Is it sad Champions Online is launching with a Walk and we still don't have one yet? Well... Just saying. -
Yeah I saw where a few badges got "confused" like that when they added the Arena badges. I'd just make sure to bug report that in-game and maybe in a few years they'll get around to fixing it. I kid, I kid...
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Quote:I know many people cite the Illusionists badge as "public enemy number one" as far as which badge needs to be reduced the most. But to be honest I could probably rattle off a few dozen badges which are a lot harder to earn than that one.Clarification: Not running the same mission over and over, but staying inside the same mission. Milking the 4-5 Master Illusionists. Yes.. it is repetative and it is a way of farming. For now its the quickest way of getting said badge.
It's very possible that badge will be one of the ones lowered by Synapse just based on how much "negative press" it gets. But really it's not one of the ones I'd bother with if I had any control over which badges to pay attention to. *shrugs* -
Quote:It's possible there may be a few idiots out there like that, but I don't think it'll happen as much as you'd think.Eh, eventually some will post ranting about their hard work being negated. Wait until the list of badge changes is posted.
Case in point I earned Empath about a month before Posi finally got around to lowering the insanely high 1 billion HPs healed requirement. Now obviously when I first learned about that reduction I had a moment where I thought to myself, "Heh, that figures..." But I never once jumped out here on the forums and whined or ranted about it because I knew that change was very looooog overdue and very justified.
In fact there were many people over the years (including myself) who publicly stated on these forums that even though they had the billion HPs Empath done that they would be in favor it being lowered because that requirement was silly-stupid from day one regardless. I suspect that this testimony from these badgers were part of the reason Posi finally decided to lower the requirement. Let's just suffice it to say I -never- believed his excuse about it being a "decimal point typo" that took 4 years to fix.
So will it be momentarily annoying for me to learn that maybe other badges like Immortal or Leader end up being reduced? Sure it will. But again I wouldn't complain about it here because I realize that there are badges like that out there which are unfairly beyond the reach of most people who play this game. Obviously I hope that they don't make top badges too trivial to earn, but there are at least a few like that which could be fine tuned without too much objection. -
Quote:I've always been a strong advocate for Power Customization in general and I'm very much looking forward to having I16 go live. But to be honest Kheldians -not- being customizable doesn't really bother me all that much.There's a temporary Dev Digest sticky in General Discussion, FYI.
And as far as I know, there's no customization for Kheldians, due to some combination of these factors most likely:
1) Complicated graphical effects with more than two colors/gradients makes them hard to customize.
2) Inability to customize the forms means they've been put on the backburner until full customization is ready.
3) Due to their status of Epic AT, they're locked into their lore-dictated graphics. It would be comparable to asking if Widows could use different claws or if Banes could use standard maces.
Mind you, the third reason is pretty weak, but it's a possible one. I myself would love to color my Warshade's powers black and grey.
I imagine your reasons #1 and #2 are a large part of why it's not happening right now, but I wouldn't discount the significance of your reason #3 too much. The fact that Kheldians are actually a unique race of beings with specific powers makes the idea that all of their powers would always look the same seems reasonable to me. So while I'm torn by the idea that we should be able to change things regardless I really don't have a strong objection to the idea that all Kheldians look the same by default. *shrugs*
Basically if it happens for Kheldians that'd be fine, but if it doesn't it'd be (at least for me) fine too. -
For someone named "CodeJunkie" you have a pretty uncreative view about how this could be done.
There are many ways in software to implement data types that don't neatly fit into base machine Integer types. Bottomline a total greater than 2 billlion INF could be maintained for this kind of thing assuming the Devs ever decided to change things to work this way.
But that doesn't really matter because the chances that this game would be fundamentally altered to have "global" account-based INF banks is practically nil and that has nothing to do with how hard it would be to code. This game is character-centric, not account centric. The basic design paradigm is that our characters are individuals in a virtual world. They only share a common link through a single player because that makes them easy to account for as far as monthly subscriptions go. Beyond that characters have no in-game connection to each other at all.
Basically the idea of shared global INF in this game would be as silly as if everyone in the state of California decided to pool all of their money into one bank account simply because they all happen to live in the state of California. Just because our characters have us (the player) in common doesn't mean it makes any sense that they would share all their INF with each other. -
Quote:Back when they first came out they were set up to have 10 HPs and -75% damage resistance. I suppose it's always possible they eased up on the resistance penalty, but they never had "good" defenses to begin with.My perception is that the buff pets have low HP but good defenses.
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Quote:I'll admit the flight poses are not trivial to use right out of the box so to speak. But I have them keybound to buttons on my mouse and I've been using them regularly every time I play for years now. In fact using them is pretty much an unconscious habit for me at this point.The flight poses are beastly to use. You have to be moving forward, you have to implement the pose emote, and if you stop, you'll have to do the emote again to change to the pose you want once more. I think that, more than anything else, is why they aren't used. If it was easier to implement a different flight pose (via a menu, a variable set via /command, or some other method other than what we currently have), they'd probably see a lot more use.
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Quote:As we all know this topic has gotten rehashed every few weeks for years in this forum.It's absolutely workable, the question is whether it's worthwhile. And a self-inflicted debuff with no in-game advantage isn't going to have much use for the vast majority of players (my trays are full enough with stuff I barely use, thanks), so is it really worth the devs' time, effort and money to implement?
Yes, there's already a walk animation. A walk forward animation. This would mean creating new animations for turning left/right while walking, walking backwards, and strafing/sidestepping while walking. For each body type. All for the benefit of relatively few people. Sure, it'd be nice, but for all but a few players, it wouldn't see a whole lot of use, being, at best, about as useful as a new emote. Except it would take as much work as at least three emotes -- and that's assuming creating a "reversed" version of an existing animation is as simple as clicking an "invert" or similar button. If not, then it's as much work as five new emotes, since left and right versions of turning and strafing now have to be made separately. So the question becomes whether most players would rather have walking, or three to five new unique emotes. Assuming the animation team isn't working on animations for new powers or something, in which case I have to figure that things like that take priority.
The vast -- vast -- majority of players want to get where they're going faster, not slower. Voluntarily slowing down? I'd call it a step backward, but there's no animation for that.
One of the last times I got into one of these threads I summarized a workable implementation for a Walk power for CoX that avoided most of the problems BAB has mentioned would be hang-ups for it. Basically it goes like this:
1) Create a clone of the Sprint power which instead of boosting a character's run speed it would reduce it.
2) Cut-n-paste the current NPC "walk forward" animation into this power so that it looks good while moving forward.
Done. That's all that we -actually- need for this.
Now of course the obvious criticism of this is that you could say "well that would look silly if you tried to move in any other direction except forward. It'd be like a weird slow motion run animation." To that I would agree - a Walk power implemented as I suggested would look a bit silly if you tried to move any other way than forward. But my answer to that is two-fold:
1) So what? People who are going to use this power are typically only going to use it in non-combat RP situations. We don't really NEED new animations for this thing to cover movement scenarios that will very rarely if ever happen.
2) I hate to rub BAB's nose in this but implementing a Walk feature EXACTLY the way I have described is EXACTLY the way Champions Online has done it. It works and looks perfectly acceptable like that in that game.
So while I realize BAB would prefer to give us a fully tricked out version of Walk with all sorts of dedicated animations for it I contend that that kind of complexity is actually not required to satisfy what we really want out of this. BAB has perhaps deluded himself into thinking this thing has to be more difficult than it really has to be. -
With the expected changes to how sidekicking's going to work I'd expect a reduction/change to how the Mentor badges are going to work at the very least.
They might lower some of the other top epics (i.e Leader, Immortal) the same way they fixed Empath. I wonder if Posi will try to claim those were "decimal point" typos all along as well. -
Quote:Worth noting that there were power leveling extremes before AE too, AE just made it easier for anyone to do so, and do it from atlas instead of PI farms.Quote:I think the old power-leveling extremes weren't half as (dare I say it) egregious as the previous methods.
But I could be wrong as I've never gone that route. Can't recall I ever heard about "5-hour fifties" before AE popped up.
Well at least I16 is finally going to eliminate the ability to bridge. That's obviously not going to stop all PLing completely, but it'll at least slow it down enough so that most people might decide it takes too long to bother with. -
You could have just said: Please add all of the character sliders CO offers to CoX.
I of course support the idea, but I think it's probably a classic case of "easier said than done". -
Quote:As I implied before people have been regularly suggesting pretty much exactly this as an idea to replace GF for well over 5 years now. I'm willing to accept the reality that if they haven't bothered to replace GF by now they likely never will. *shrugs*That's a good idea .. maybe make it a click power that lasts 20 seconds, gives the user max speed on flight (or surpasses max speed) and recharge of a minute, and uses up a good chunk of endurance so there's something to compete with the end sucking travel power teleport.
I agree that GF has always needed some serious fixes to make it work better but there's nothing really wrong with the basic concept. I suspect the Devs would finally get around to fixing GF long before they outright replace it with any kind of "superfast fly" no matter how limited/balanced it would be.
But based on what the Devs are doing in I16 with adding powers to the epic power pools (many of the pools that only have 4 powers are supposed to be getting a new 5th choice to choose from) it might be possible that they would eventually add a 5th choice to the travel power pools as well. This way instead of GF being "replaced" we might get something "added" to the pool as a new alternative. -
Quote:I've actually used GF with a Fire Controller with Imps.Group Flight = Utterly Useless.
I've never seen anyone use it. I've never used it myself. I did pick up the Kheldian version on a 2nd build for my PB, but have never seen the need for it...Ever. Well, were I a jerk and wanted to grief people a bit, there's a use...
What could replace it...? I think an extremely fast version of flight (Super Sonic Flight) where you rocket across zones would see some use. That you have to have two power picks to get it would provide some balance against other Travel Powers (also make it an endurance hog)
I did that more as a novelty than a necessity though. I'd guesstimate that after several years there was maybe only 3 or 4 times where using GF to get the Imps up to bad guys was the easiest way to tackle the situation.
People have often suggested a "Superfast Fly" as a replacement to GF but it seems clear that the Devs aren't willing to make Super Speed pointless in any way. *shrugs* -
I think there's so much "negative press" against Group Fly that they ought to consider simply removing the To Hit penalty from it without applying any other kind of penalty to take its place.
The reason they never applied the travel suppression "solution" to the power in the first place was that it would make people fall away from the user so much more badly than it already does that it would be totally unusable. Travel suppression could never be an alternative for the power as it works now.
I understand that removing the To Hit penalty without applying travel suppression to take its place could potentially make GF better than regular Fly for personal use, but I think that would be balanced by the fact that GF still costs more END than regular Fly and would still have the difficulties of 'interfering' with teammates if you didn't want it to.
As it is now Group Fly basically has far more disadvantages than advantages. That's why no one likes it. I feel removing one of its big disadvantages would make the power more desirable without making it overpowered. -
Quote:Posi let that slip in a tweet a few days ago.With the upcoming change allowing Mastermind pets to zone with you, I've considered actually getting group fly for my cadre of cannibals.
It was supposedly meant to be in a patch note but apparently fell through the cracks or some-such.
I think it's supposed to apply to all pets, not just MM henchies. -
Quote:Did you get it the first day I15 went live? That was basically the last time I tried it. My Peacebringer is not my primary badger so I was not highly motivated. It was sort of on the "it'll happen when it happens" level for me. I guess it was fixed some time since then so I suppose I'll give it another try.My badger is a peacebringer, and was able to get the badge (see my sig).
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Quote:Important question: Does this extend to veteran pets? You know, the unselectable ones that can only ever be rid of by zoning or logging?Quote:Some people are glass half full. Some people are glass half empty. And some people are my glass might break, I want a sippy cup.
Up until now just about the only semi-realistic way to dismiss the 36 and 48 month Vet pets was to zone. While I'm all for the idea of allowing pets to persist while zoning that improvement does highlight this lack of direct pet control.
I have always wanted a manual command to be able to dismiss Vet pets the same way we can dismiss other pets. It would seem that the Devs could produce a new command line command that could accomplish this. Since we can only have one 36 month pet and one 48 month pet the command could be named something like "/dismiss_vetpet 0" for the 36 month pet and "/dismiss_vetpet 1" for the 48 month pet. This would allow the command to be easily bindable and open ended in case any other Vet pets ever get released. -
Quote:Tried to do that trick with two Peacebringers the first day I15 went live and it didn't work. I had heard the whole Septad thing was having trouble with Kheldians in general. It hasn't been a real priority for me but since the topic is being discussed has this been fixed yet so that Kheldians can get this badge?<QR>
You only need two people, of the same AT, to run a pentad match. For example, Blaster1 lists the pentad match. Then, Blaster2 joins, and is automatically placed on the second team (since Blaster1 is already listed on the first team). Once there is at least one person on each team, the match can be started. -
I assume the whole idea of making these switches require a trip to a trainer -and- a timeout period was to eliminate any possible way to exploit it during any PvE or PvP activities.
I can understand why these limitations are annoying to some people, but the ability to build switch was never intended to be a 'tactical' option in the first place. Frankly if you think about it just about the only reason you'd ever want to be able to instantly change your build would be to exploit a tactical situation with different powers.
Clearly the Devs didn't mind us having a feature to have dual builds available but they also clearly didn't want us to be able to abuse it either. It's remotely possible they might make a new high level Vet award which would allow a build switch without a trainer at some point. I personally think that'd be a waste of a high level Vet Award but that might just be me. Regardless of that I highly doubt they would ever lower the timeout period on switches. Switches are meant to be strategic decisions, not twitch-tactical ways to min/max particular situations. *shrugs* -
Well as far as trying to figure what it takes to get chosen for a closed beta I think it was probably pretty safe to assume that the Devs are interested in people "who have provided them with constructive feedback" in bug reports. I think I could have guessed that one without too much effort. But as far as the exact criteria involved I still suspect we'll never know all the details.
For example it's possible that to even be considered for closed betas you have to have submitted 5 bug reports already. Maybe they will only accept Vets with more than 24 months racked up. Maybe they consider the number of posts you make in the forums. Maybe they consider how many badges you have. Or it could be some convoluted combination of any or all of these things or a hundred others.
The point I'm making is that while I'm quite sure the Devs have a very detailed method to select people for their betas we will never know 100% of those details because they want to maintain a reasonable amount of unbiased statistical control over the situation. Or put another way they want keep us impatient freaks back at arm's length to minimize our ability to make legitimate cases to whine about it. -
The Devs have specifically told us in the past that they avoid openly telling us exactly what the criteria are for closed beta selections on purpose. They realize that if they told us exactly what to do to qualify for them then everybody would bend-over-backwards to do those things and they'd have a million people gumming up the works.
The Devs were free to tell us about being 60+ month Vets for the Going Rogue closed beta because there's nothing you can actively do to become one of those other than just being one of those in the first place. You can't "cheat" yourself into becoming a 60+ month Vet.
Closed betas, almost by definition, are only supposed to involve a limited number of people for focused testing. If practically everyone were allowed into closed betas then it'd pretty much defeat the purpose for having them. -
The Devs provided Vet combat powers precisely to give people who have them a hand with filling out attack chains for whatever reason. Seems like using them to try to solo with Empathy is a perfectly valid reason for mentioning them here in this context. The OP suggested changes to Empathy because he/she didn't realize that they have the tools available to solve their problem already in place. Vet combat powers are one of those tools.
Obviously Vet combat powers can't solve -every- problem this game has, especially for people who don't have access to them yet. But they can be applied to this specific issue and to dismiss them out of hand just because SOME people don't have them yet is a bit shortsighted.
I think you clearly understand the Devs never intended for Empathy to be a good soloing powerset. But they were willing to "bend" that rule by giving Vets another option to work around that. I don't see the problem with Vets having more flexible options like that. *shrugs*
The key point here is that the Devs have -already- provided solutions to this problem. They might not be the solutions we want because they either require Vet status or a second build, but I see those solutions to be far more preferable than to have Empathy totally neutered as a powerset for everyone. -
Well I've played this game in Singapore and Japan a few times while on business travel so hopefully that's enough "street cred" to let me lurk around here.
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Quote:Well there's always that.Not to rain on your parade or anything but you can 6 slot your "level 49 power". All you have to do is take it at 47. There is no power in the game that you can take at 49 that you can't take at 47, allowing you to 6 slot it easily.
But as far as the very often suggested idea of getting more slots for your last power I have a reasonable suspicion we may yet see that point addressed by the Going Rogue expansion.
The Devs alluded to the idea of adding new "universal enhancement slots" that would serve as a means of post level 50 advancement. This was mentioned in the same 'Market Survey' which accurately predicted details about the MA system and the Going Rogue expansion itself a year ago. Basically this feature would be an alternative to raising the level cap.
Obviously there's no guarantee that it will happen, but we'll know soon enough.