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Quote:Even though I didn't mention it because I thought it would be obvious I would assume that any measure of "activity" for badges like these would NOT include any power set for auto-firing. I know the Devs are dumb about things like this sometimes but I don't think they are that dumb.Actually, it would be easy to farm being "active" since the most likely measure of activity would be a power being fired off - just put your character somewhere and set up something to auto-fire (aura heal, PBAoE, etc. - something that doesn't need a target) all night. You could even auto-run or auto-fly into a wall.
I'm also not in favor of the OP's suggestion because I don't see any value to promoting that kind of behavior and it doesn't really offer any kind of "marker" to distinguish playing ability or anything else.
What I was talking about was the game's ability to detect "legitimate" manual button-pushing from players, an ability I was implying the game probably does -not- really have at the moment. *shrugs* -
Quote:Yes -she- did have a point.I think the Devs' answer to the issue of difficult soloing by some powersets was to add the Second Build feature (more than adding the Vet Powers as suggested by Lothic, though she? has a point). I think by using a second build, you make soloing a defender much easier, no matter the powerset.
But you're right about how the Second Build feature makes dealing with this soloing situation even easier. The Vet power option has been around for years, but now that we have Vet powers -and- Second Builds the apparent need to muck around with the workings of individual powersets like Empathy is greatly reduced. -
Quote:I understand you have a legitimate concern about Empathy not being very soloable on its own. But I think the Devs have addressed the idea of giving some of the hard-to-solo powersets a hand already. You might not like the answer, but the answer here is the Vet combat powers.
I can tell you from experience that it was fairly hard to solo my low level Controllers back in the day before we even had Vet Awards. But ever since I gained several of those combat powers from the Vet Awards it makes soloing those characters much easier. Those powers fill out attack chains that are otherwise hard to maintain.
Vet combat powers help all characters with this issue regardless of AT/powersets. I have a hard time thinking the Devs would ever bother to tinker with one specific powerset just for this at this point.Quote:I'm not saying I agree with these solotions but I can say for sure vet attacks are NOT the soloution cause people like me and others don't have access to such powers.
Remember not everyone has been playing the game since release
Seriously? You mean there are people who -haven't- been playing this game since April 2004?
Tell me more...
[/sarcasm]
I believe you ultimately missed my point here so I'll attempt to be a little more clear about it:
I am reasonably sure the Devs do -not- have any problem with the idea that there are some powersets which are not solo-friendly. Not every set is supposed to be easy to play. I do not agree with the idea of "tinkering" around with powersets that have been established for years just to fix a supposed problem that for all intents and purposes doesn't really exist.
I do not think the game in general would benefit from making every powerset perform well in all situations. Empathy has its strengths and weaknesses just like any other set. If you don't like the weaknesses then either don't play with the set or realize that any buffs to the powerset would have to be balanced by nerfing its strengths as well.
When I offered the solution of Vet combat powers I told you there'd be some who would not like that answer precisely because I knew full well that some people don't have access to them yet. So what? There are plenty of people who have played this game for years under the "harsh" conditions of not having Vet combat powers to help them. If you decide you really can't handle or don't like the challenge of Empathy then maybe you could put Empathy on the shelf and play something else until you do have the crutch of Vet combat powers to help you.
Buck up little campers. The game should never be nerfed to make it easier for a minority when the majority doesn't seem to need it. -
I'd only be in favor of such a series of badges if there was a way the game could track the time a player spent being active. This would sort of be the "opposite" of being AFK. Maybe it could count the number of times you manually activate powers or some-such.
I'm sure somebody could figure out a way to farm that as well, but it would be fairly tedious to arrange in real life thus badges like that would have a certain aura of "legitimacy" to them. Badges that just key off of total time in game would become (as others have pointed out) the prime example of "badges you get for AFK farming". -
Quote:As far as determining what the "appropriate" leveling speed is I would leave that to the Devs to decide.Really! dont already level FAR too fast as it is. Its not supposed to take mere hours to get to level 20. Days at minimum a week pref. Its supposed to be fun and ROLE PLAYING not as abridged as the harry potter movies.
Besides the Devs gave us the "earn no XP" option to allow us to level as fast or as slow as we want. -
Quote:Well for what it's worth I believe I understand what you are saying.I KNEW you would :P
Meh. Just gonne get out of the convo now, because everyone is so "ZOMG THIS IS SOOPERAWZOM" that no one is going to understand what I'm saying.
I'm just not convinced the downside to this is as bad as the benefits.
I see these changes ultimately bringing a stabilizing influence to the excesses AE created. -
Quote:As I understand it you'll be able to physically go most anywhere you want but you're still going to have to team up to fight high level critters wherever you go.It's more that levels won't matter. It won't matter if you're 10 or 35 of 50. You can go do everything anyhow. Your level doesn't matter toward anything but your powers.. So what will people complain about next?
This game is too easy as it is. Juggling teams gave it some illusion of difficulty. Making a good team was something of a skill. And now it won't matter.
Again, I hope I'm wrong. And I'll just wait and see how it turns out. I love this game, but I feel like they are changing the whole mechanic of the game.
At this point in the aftermath of AE anything that encourages people to go to different places around the game and team up with each to do it is probably a good thing all things considered. -
Quote:I agree we'll have to see how this all shakes out. But I'm not quite sure how this is leading to an "insta-50" button when the net effect of these changes will ultimately slow down the most abusive exploit-ish method of PLing in the game.I'm.. unsure about this. I'll reserve full judgment until I see how it is implemented and how it effects the game.. but I have to wonder.. what is the point in having levels at all anymore? Isn't the Insta50 button the next step?
Yes some of these changes make general leveling easier, but it also slows down the "bad" ways as well so the net effect seems to be a polishing of the whole game mechanic to me. *shrugs* -
Quote:I still enjoy playing this game very much and having a lifetime subscription option would be convenient to me as a player.So, $500 for a lifetime membership and guaranteed beta access? Count me in (x3 accounts).
Heck, I'd settle for a paid guarantee to be in on beta testing. Say a one time fee of $50 per account and you are guaranteed to be in betas.
Lewis
But as long as there's a chance that I would still be playing this game -after- I'm technically playing it for free then it would ultimately be taking potential profit away from the folks who make this game.
I like to save money as much as anyone. But I actually don't mind paying a premium for something that is actually -worth- it, and to me I feel this product is worth its continued existence for me.
If they offered a lifetime sub offer at this point (which is very unlikely all things considered) I probably would -not- opt for it. I am content paying annually as I have for the last several years so far. -
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Quote:I always wondered when the Devs were going to pull a Colonel Nicholson and blow the PL bridge in this game. Better late than never I guess...Quote:Thought of that too, did you?
And if you'll recall, Colonel Nicholson had to build it first, then say "what have I done" before destroying the Bridge.
I never knew they spoofed it on Magnum P.I. but it still counts I guess.
Basically the Devs allowed PL bridging to happen, they finally collectively said "What have we done?!?" and now they are setting about to blow it up. -
There are several TF/SFs you couldn't solo anyway because you'd need multiple people to simul-click clickies anyway. *shrugs*
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Quote:Well Posi did mention the possibility of reviewing current badge requirements and adjusting them for all of this accordingly. I'd be willing to bet the mentor badges are among the ones he's talking about.Quick question. Will the ONLY way to get the badges for SKing now be to be a team leader? i HATE leading teams with a passion (i'll up and quit a team if someone hands me the star.) Am i now going to be FORCED to lead a team to get those badges?
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Quote:I think it will make PLing easier to set up.maybe i am thinking like farmer but I in no way see this as a determent to farming... just new, exciting ways to get it done!!
This all sounds great!!! One of the most exciting game changing issues since i14.
I look for ward to this issue more than i have any other....
so far all good news on this one!
But it's going to remove the hyper-huge XP advantage/exploit that bridging provided.
At best it'll be "easy to set up slow-poke" PLing instead of "hard to set up super fast" PLing. -
Quote:An interesting minor consequence of this is that the only Day Job badge that will now be "level gated" because access to certain zones are restricted to lower level characters will be Predator.Yup, but the [level] requirements still exist on the Hamidon zones and the PVP zones.
Quote:They outlevel [their own missions], just like normal. Super-Sidekicking cares about the level of the mission OWNER, not the level of the mission.
I always wondered when the Devs were going to pull a Colonel Nicholson and blow the PL bridge in this game. Better late than never I guess... -
Quote:Heh... Coincidentally enough I have both alts who "really need" animated tails AND other alts who "really need" costume-based rocket/jet packs. In fact I have one alt whose entire character concept was practically built around the presumption that we would have had jet packs years ago by now.I'm not saying they wouldn't be nice to have, but I swear if we see them before rocket packs I'm going to scream my rage to the heavens.
So I'll be very happy whichever of these two they do first. -
I understand you have a legitimate concern about Empathy not being very soloable on its own. But I think the Devs have addressed the idea of giving some of the hard-to-solo powersets a hand already. You might not like the answer, but the answer here is the Vet combat powers.
I can tell you from experience that it was fairly hard to solo my low level Controllers back in the day before we even had Vet Awards. But ever since I gained several of those combat powers from the Vet Awards it makes soloing those characters much easier. Those powers fill out attack chains that are otherwise hard to maintain.
Vet combat powers help all characters with this issue regardless of AT/powersets. I have a hard time thinking the Devs would ever bother to tinker with one specific powerset just for this at this point. -
Seems like a reasonable idea to me.
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Quote:I'd certainly agree that the Devs should prioritize which upgrades they focus on. Basically some things are always going to be more important than others. For instance that probably explains why we had to wait until Issue 16 to get Power Customization. Sure lots of people have wanted Power Customization for years, but clearly there were other more important considerations that kept it on the proverbial "backburner" until now.And I would hope it's fairly far down on the list of things on the backburner. The tails we have, while kinda silly, are good enough.
People have been 'suggesting' having animated tails in this game for over 5 years now. While it can be argued that getting them is not going to make or break this game a person could also easily raise the opposite question and ask just how long are QoL improvements like this supposed to -remain- on the backburner? Is something like animated tails such a completely trivial desire that it's reasonable for the Devs to keep putting them off forever?
The problem with implying that animated tails are too trivial to ever see the light of day is that the history of this game has shown us that the Devs have been able to solve a whole series of other related animation challenges. We now have capes, trenchcoats, wings, Ghost Widow hair, buttcapes and so on that we didn't have when the game first started. Why should animated tails be the one thing our Devs can't figure out? Why should animated tails be the one thing our Devs decide not to bother with after all those other arguably "unnecessary" animation improvements?
I'm not going to sit here and say the Devs must give us animated tails or I'd consider this game to be a failure. But I will say that after years of steady improvements if the Devs were to ultimately -not- manage to offer animated tails then I'd consider it a disappointing missed opportunity at the very least. Unfortunately the Devs are victims of their own success with our expectations for this.
Here's hoping we can read something promising into BAB's slightly highlighted use of the word "IF". -
Quote:Those are equally valid suggestions but they have more to do with the Devs' willingness to allow likely clipping situations than the idea of basic tail animation.I'd be happy with the long tail functioning with trenchcoats/togas/etc. I'd also like to be able to wear a belt while still having a tail.
The Devs have always been mindful to prevent as much costume item clipping as possible but unfortunately that has led them to be perhaps a bit too conservative when it comes to "overprotecting" us from things we might not like. I tend to think the Devs ought to be a bit less restrictive in these situations.
The Devs should allow long tails to work with other costume items like trenchcoats and belts and let -us- decide if they look too clippy to use or not. I suspect that some of the combinations would in fact look crummy, but others would be acceptable enough to be usable.
It's hard to say if we could ever convince the Devs that we'd be willing to trade off having potentially -more- chances for bad clips into order to gain new opportunities for combinations that actually work. *shrugs* -
Eh, it was either in one of his tweets or in an interview he gave recently. Either way whatever he might have said about it (or where he might have said it) doesn't really matter at this point.
You're the one who seems to want to prove this Issue -won't- go live as close to September 1st as possible to offer us Power Customization around the same time Champions Online goes live. Remember this is the same game that rushed its very short open beta to release I12 on the same day Age of Conan went live to give us the new "swords and shields" zone of Cimerora.
Why don't you go waste some time trying to prove why that -doesn't- make any sense... -
Take your pick. I should be in CoX closed betas because:
"I'm good enough, I'm smart enough, and doggone it, people like me." -Stuart Smalley
Or I shouldn't be because:
"I don’t care to belong to any club that will have me as a member." -Groucho Marx
Regardless I've been in most of the closed betas the game has offered.
Sucks when I'm not in one, but it's all good in the end. -
Posi twittered that this Issue would have a relatively short beta cycle. Based on the nature of what it's providing the to game I'm still reasonably certain that it will go live as close to September 1st as possible.
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Yeah I suppose someone could play it 100% literal that way.
The way I'd handle the "explain the tail" issue is to assume my characters' tails were always alive and moving all along. In fact I RP their 'movement' with chats right now regardless. I handled the idea of characters with wings before wings actually existed in the game the same way.