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Quote:As I said before it doesn't really matter if CO (or even DCUO) ends up being a steaming pile of crap or not at this point.If NCSoft really feels like they are in trouble and have to rush issues to compete then they are personally looking at it from the wrong point of view. If they want to compete they must add more content and enough in-game events to keep the consumer base active. Going Rogue will be step in the right direction but in general, the Devs need to add more content, lore, stories. Giving us a few zone revamps, Fixing PvP in the future will help, adding new non-proliferated powersets.
In the long run, CoX has legitimate competition from DCUO and only for the large consumer pool of resources like movies, comics and a consumer base that is multi-demographical.
Competition is competition. I'd much rather our Devs overreact to a threat that turns out to be minor than to believe people like you even if you are right in the long run. I'd rather not see the reverse where our Devs underestimate a potential competitor and get caught with their proverbial pants down.
Could that mean that our Devs might rush content out before it's absolutely ready? Sure it could. Remember that kind of thing has never really stopped them before anyway. Besides if a game like CO is such crap to begin with then making a few over-reactive "mistakes" shouldn't really matter much to us in the long run should it? -
Quote:Well I've been playing this game pretty regularly since the beginning and I don't remember any "set-in-stone" fixed release dates for any Issue.The devs have given us release dates in the past. They also stated that the release dates were always tentative, depending on whether the Issue was ready for release. I can't remember which Issue it was (it could have been Issue 5, as BigMoney states) but they wound up not releasing on the date they had given. Then, some of the players got irate and flamed the boards castigating the devs for breaking a promise--which the devs had not made; as I said, the release date was tentative.
So, they stopped giving projected release dates. Give some thanks to our fellow idiots (and i don't mean the devs).
There might have been some "tentative" ballpark dates tossed out here or there and maybe that happened for Issue 5 in particular. But the Devs have never really been dumb enough to open themselves up for posting fixed dates for anything really.
As far as the "fellow idiots" who complained when expectations weren't met that's not just a situation this game has to deal with. That's been a general concern of software developers for decades. As a software engineer IRL I know it's always balancing act between meeting announced expectations and the realities of getting the job done.
As far as I can recall our Devs have always been mindful of these trade-offs. Silly people are going to be upset whether they understand what's going on or not. -
Quote:I kind of agree, but I'd rather it have few bugs than be rushed out for competition's sake.Quote:This. **** CO. Let the freaking issue come out as bug free as possible, please devs, kthnxai.
It doesn't really matter if CO is a steaming pile of crap or not at this point. Right now it represents the greatest threat of competition this game will have (at least until DCUO arrives) so I totally expect I16 to go live as close to September 1st as possible. After all the main point of I16 (power customization) is clearly a response to what CO is going to be offering - the timing of that is NOT mere coincidence. -
As I understand it the game's word filter is based on the filters used from NCSoft's more Korean oriented titles so that probably explains why seemingly mild words are censored for weird reasons there.
As to why words like that are censored in the forums who knows...
I'm one of those types of people who wish there was no censorship of words like this at all. It's not that I would spout off all sorts of profanities if I could, it's just the principle of the thing. I fundamentally hate arbitrary limitations.
I know people would counter that with things like, "But we've got to keep children safe from naughty words" or whatever. Doesn't mean I have to like it. -
While the idea of a new set of badges is cool I also think that having the option to make missions become "Defeat All" types might be problematic, not to mention very tedious. There are probably missions out there that would technically become broken if you forced them to be a "Defeat All".
But the idea of using Merit Awards as an enticement to keep people from rushing through things seems like a more flexible solution to the problem. Maybe TF/SFs could award a base number of merits for simple completions but then award a bonus number of merits for overall percentage of critters killed. That way people could choose to play TF/SFs either fast or slow depending on what they wanted to do. -
Quote:Welcome the the CoH/CoV forums.When is the supposed release date when issue 16 will be going live?
Thanks
As an FYI the Devs have never (and likely will never) set a specific date for the launch of a new Issue, especially when it's just started its closed beta.
Part of the whole point of software beta testing is to make sure it's ready to be released. The Devs can't possibly know if new code is ready to go until it's actually been tested. Therefore they can't announce a date until they know the results of the beta testing. Now I'm quite sure the Devs have a "planned" date in mind as a goal for the release. But they will never tell us what those goals might be publicly because if things slip they wouldn't want to have to deal with the fallout from that.
Using the history of this game as a guide the closest we get to an "official" announcement of an Issue going live is perhaps a few days prior at most.
As far as info we have about Issue 16 specifically Posi tweeted that this one would have a pretty short beta cycle. I'd predict we'll probably see this go live within 4-6 weeks, especially since that will closely coincide with that "other" game's launch date. -
Quote:I've tried playing MMs and I just can't stand how tedious it is to have to manually move their henchmen around.Quote:So don't?
Even when you give Henchmen a goto or stay command, they'll move around a bit on their own. Set to attack of follow and they'll move around with about the same AI as your imps.
Besides I'm not entirely sure I could do what you suggest with all MM powersets equally. Part of what make Imps do what they do is that they are basically mini-scrappers without ranged attacks. I doubt Robots (with their ranged attacks) would react just as predictably.
The key to "controlling" Imps is the positioning of the character who casts them. Trying to play a MM like that would be like trying use an arrow as a melee weapon. You could probably get away with it occasionally, but what's the point if you're going to keep playing so far against the intended way to do it?
Again I don't think MMs are completely bad. I just don't enjoy playing them.
Of course I might change my mind on that depending on how cool the Demon Summoning set is going to be. -
Quote:It's not just you. Sadly I've had to petition for several of my last 5 or 6 Vet badges. It now seems completely random as to whether or not I'll get a Vet badge to properly trigger automatically as it should. I could understand the thing either working or not working, but the fact that it's different for me each time is extra annoying.Well I was gonna ask if there was some reason this badge wasn't awarding, but apparently "da devs hate meh" again, so it's off to file a bug report.
*sigh* -
Quote:Like macskull I'd ask why they would do that for this?I know that, but I've been expecting them to work out a way to lock out the log-in so that only those accounts with beta access can even get that far. I wouldn't be surprised if they finally made real effort to do so with this particular Issue.
The only real reason games like this even impose NDAs on closed betas is so that they can limit the amount of rumor-mill chaos that usually surrounds the constant patches involved. They don't want people to get confused reporting that "new feature X will be like this" then have it be 180° different tomorrow in another patch.
Power customization itself doesn't need to be under an NDA because we already publicly know which powers are involved and what the feature will provide. They aren't -not- going to give it to us once I16 goes live so there's no point in it being a "secret" to anyone. -
Quote:I predicted I16 would have a short beta cycle. While power customization might have taken the Devs a long time and a lot of "busy work" to create when it comes to how players are going to use it's one of things that's either going to work or not. It's not likely anywhere near as complicated as say the Mission Architect feature was so testing should be pretty straightforward.On a side note, that article said that this was going to be a pretty short beta, and that they thought it would be ready for live servers about a month after it hit beta. Impressive if that happens, and I hope it does.
Also if they can get it out around September 1st then it would be perfect timing to coincide with the release of that "other" game as well. -
Quote:I've been running Fire Controllers for over 5 years and I can 'control' my Imps fairly easily.Why are none of the blue side pets controllable when MMs can control theirs. Fire imps are almost more a hazard than a benefit.
I haven't accidentally aggroed a group I didn't want to with them for years now.
In fact I prefer their independent-minded AI over MM "micromanagement". I've tried playing MMs and I just can't stand how tedious it is to have to manually move their henchmen around. I'm not saying MMs are bad, I'm just saying I don't really like what's involved in playing them.
YMMV. -
Quote:I still have my doubts about Posi's "explanation" about Empath. Many people had been screaming bloody murder about the stupidity of Empath's 1 billion HP requirement in the forums for literally years. He could not have -just- learned about the problem recently. And as a software engineer IRL the idea that it would have been difficult to change a single value in a piece of code from 1 billion to 100 million is completely ridiculous.Empath badge requirement was reduced by a factor of 10 to needing 100 million points healed. The original value of 1 billion was admitted (a long time ago) to have been a typo error (which took ages for them to get around to fixing).
Basically I consider the whole "typo that took roughly 4 years to fix" story to be an insulting joke, but hey that might just be me.
I still believe Posi always INTENDED to have Empath set at 1 billion HPs and it simply took many years of math and commonsense to finally convince him of his mistake. I think he dragged his feet on it because he thought the 20 or so people who first AFK farmed for Empath (because NO ONE ever earned it via natural play) would be upset with it being lowered, like 20 people's feeling were more important than 1000s of others. I think only after a bunch of people who had Empath claimed in the forums that they would -not- actually mind it being lowered did he finally decide to do it.
If he needed to save face by telling us that this was some kind of "typo" then that's his deal for what it's worth. I think he should have just been honest with us, but again that could just be me.
Water under the bridge I suppose... -
Quote:This is my take on it at this point. The idea that we will ever have PVP base raids and/or IoPs are ships that have long sailed away. The Devs have clearly given up on the whole idea of PvP base raids anyway with the removal of the base raid pathing. It's unfortunate it never worked, but it's time to let that dream go and move on.Y'know, I'd honestly be happy if they'd just release Rularuu for us to fight, whether or not it had anything to do with the CoP. And I'd kill for the CoP map in AE, if it's anything like what I've imagined from descriptions. Let the CoP itself die, I say, but salvage the working bits for something else.
I think the best case scenario would be for the Devs to salvage what they can of the content and rework it into an UNBROKEN playable PvE experience that everyone can enjoy. This is in line with what Posi has said because when he says they are "bringing it back" that certainly doesn't mean it's guaranteed to be anything like they originally intended.
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I just want the Power Liberator badge to be re-introduced to the game. As a consumate badge hound, it grates I cannot acquire this badge.
But if they are not going to remove it then the next best solution would be to modify its original requirement and make it available again in some reasonable way. The Devs have already modified several other badges when it was shown their original requirements were either broken or unreasonable. We can only hope the Devs will account for it properly in the future. -
Quote:But when you think about it the LRSF and STF are so much harder than most other SF/TFs that getting "Master" versions of the others would almost be trivial in comparison. In some ways there really wouldn't be any point to them.Quote:I agree. One of the posters above mentioned changing some of the requirements, and I like that idea. Maybe doing Manticore with no enhancements and no deaths would be a way to go. Because how the game is now there are several builds that can do all the Freedom Phalanx TFs solo without temps and not dying(and the two Striga TFs if you have a glowie buddy for Hess).
EDIT: Maybe require a high setting with the new I16 difficulty feature as well... -
Actually when I first learned of the "Master of" badges for the LRSF and STF I kind of assumed that eventually they would add Master badges for the other SF/TFs. I know that would bug the heck out of some people.
But when you think about it the LRSF and STF are so much harder than most other SF/TFs that getting "Master" versions of the others would almost be trivial in comparison. In some ways there really wouldn't be any point to them.
Basically I'm not really for or against the idea of more Master badges.
If they were added to the game I'd likely have them all in fairly short order.
But I could live without them just as well. *shrugs* -
Quote:Wow... It's amazing you could think about wanting more choices for -your- Vet Award powers without considering the idea that maybe -other- people would want access to those same new choices for their existing characters. How is it fair (in terms of Vet Awards) to allow newer characters to have more choices than older ones?I'm not sure why allowing my characters who have not yet redeemed their 33 month vet reward to choose an Assault Rifle, Grenade Launcher etc, would cause your pre-existing characters to lose the use of their Nemmy Staves or Blackwands....
How does giving me something cause you to lose something?
Like you I have always thought we should have had more choices for the Vet Award combat powers. I have many alts where none of the current choices really "fit" them very well. But as Forbin mentioned the only fair way add more choices would be is if we also had a way to respec our current Vet Award choices so that anybody could have access to any of the new choices.
There's nothing wrong with your original suggestion.
It just needs to also include the idea of Vet power respecs as well. -
This game doesn't even have a "newspaper reporter" Day Job for probable fear of being too close a reference to Superman. With that kind of safe-playing conservatism is there really any surprise that they would not touch a religious oriented Day Job (or any real life religious anything) with a ten foot pole?
The Ouroboros folks are kind of already a pseudo-religious group who kinda-sorta worship their time travel "higher purpose". Their main building in their zone is even cathedral-like. Maybe Chronologist is the religious badge rian_frostdrake is seeking. -
Quote:Pretty impressive total, especially for a red-side alt.Well, I managed to make 494 million over the weekend leaving me 82 million shy of that infamy badge. Did my exemplar to 47 with my exemplar in another zone and hunted 48-51 Rikti over in Point du Hoc. I should be able to knock out the rest via tf's and then make many more attempts at the MoLRSF. Going to try and get a set team of individuals and rotate characters in depending on needs.
I toyed around making about 200 million in badge credit on my second badger this weekend. Somehow after having the first Leader badge getting a second one finished has not been an extreme priority for me, especially considering the potential side-switching ramifications of Going Rogue have yet to be fully understood/explained. For all we know the concept of having "one hero badger and one villain badger" may be completely revolutionized. At the very least we might need to start having "third" City of Grey badgers... -
I've been using these pets for about a year and haven't really noticed them attracting an inordinate amount of aggro. Their fragileness comes from them only having 10 HPs and like a -75% resistance penalty. Basically they can die if you look at them funny.
On the other hand I've had them survive fairly well even while I'm playing melee type characters if they have plenty of buffs on them. And I can go entire missions without losing them if I'm playing ranged-oriented characters. Basically they are hard to work with and I don't cast them all the time myself but they aren't really broken... at least not anymore.
What's funny is that they originally were supposed to have a Brawl-like attack power. That power was removed before they went live but their original aggressive AI was still in place. The upshot was that for about a month after they were introduced not only were they very fragile but they actively -charged- towards enemies like they were trying to attack them. It was dumb enough to laugh at how silly that was. -
It might be cool from a "realism" point of view if things like the slot machines in this game actually worked. But I agree with the others in the idea that it would far too problematic and legal headache inducing for that bit of realism to ever be worthwhile in a MMO like this one. *shrugs*
Besides if there are people out there who like online gambling and CoX then they can have both right now. There's no real need to have one mixed into the other. I don't need anyone wasting my CoX network bandwidth gambling when they could be wasting their own outside of this game. -
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First off; costume (top,bottom) is cool; if we don't have it then we need it.
(Foreshadow is the Trainer in the Hollows)
Secondly, his 'off set'/one-sided pieces on both his shoulder and glove...
This is something that I would like to be able to do with my toons; have separate Right Glove/Left Glove, Right Shoulder/Left Shoulder (maybe even Right Boot/Left Boot) selection in the Character Creator.
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The challenge is that there's just one slot identifier for "boots" and to have left/right boot, for example, you'd need to use two slot identifiers. You also have a finite number of item identifiers within each slot, so you couldn't realistically just put TONS of combos into one slot (like "pegleg+rubberboot," "pegleg+monstrous" etc)
The devs have noted in the past that there's a hard-coded number of slots possible (due to how it's encoded with all the other data for swift and accurate communication) and at the moment, IIRC, we're down to 1 more "unused" slot and they want to make it count.
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Having only one more hardwired data field "slot" for costume data sounds like a typical software Dev "hand-wave" excuse to me. I should know - I've been a software engineer for almost 20 years now. Think of it this way: Somehow our Devs found the space to transmit all the new custom color info for the I16 power customization adequately enough.
I'm not trying to suggest adding the capability to have separate left and right costumes items would be trivial to do or even that it's guaranteed to happen. But I -am- suggesting that if it ever became a big enough priority that the Devs would be capable of finding a way to make it work even if that meant changing other more far reaching things like general network message formats. -
Well first off the Devs always tell us that unique NPC costume items will likely always remain unique because that's what supposedly makes them "special" or somesuch. I understand the concept but I also find myself wishing that wasn't the case.
But as to your idea of having separate left and right shoulders, gloves and boots I wouldn't be surprised to see that happen here eventually. As I understand it that "other" superhero MMO coming out in a month is going to allow for that so it would seem reasonable that this game would want to support it too. -
A suggestion to "remove" the concept of leveling from the Going Rogue expansion content?
Well I must admit that pretty much came out of left field.
The irony of a suggestion like this is that there's probably a lot of people out there who are wrongfully assuming that (like other games) this Going Rogue expansion is going to ADD maybe 10 more levels to the level cap. It's not going to do that, but the point is most everyone is at least expecting -new- ways to be able to level up with this content. I would imagine the idea of not being able to level up at all is probably just about the furthest thing from most people's minds.
Your forum name certainly lives up to the unconventional concept behind this suggestion of yours...
EDIT: Upon re-reading your further explanations it looks like you're really asking for some kind of auto-sidekicking thing, or some such. I'm guessing whatever it is you're exactly suggesting is probably far too radical a change to the fundamental power balancing system. It's hard to see how it would be a "trivial" change when I'm not even sure what your goal is with this. Can't being "manually" sidekicked suffice? -
I understand it's kind of "neat" to be able to trick the game into letting you keep up to 9 of those 'X times the Victor' badges. There's nothing really wrong with it if that's what you want to do.
On the other hand none of the major badge tracking websites recognize having those badges in terms of verification or total badge counts. Because they are at best considered temporary badges on the way to Ten Times the Victor no one really "counts" them as official badges. www.Badge-Hunter.com doesn't even list the 1-9 badges in their lists.
For what it's worth as far as I know there's no way to have all ten of them at the same time as Mateo_06 suggested. This is another reason why no one seems to take keeping any of the 1-9 badges all that seriously. -
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I just hope they announce any new day job badges before I decide to get them all. I'd hate to go through all the effort to earn them all in one day, only to find out there are some more to earn.
Love the DJ badges. Hoping I can pull off the earn them all in one day feat...
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I've got an alt working on that just for the sake of a "fun experiment" but I'm not worrying about that for my main badgers. Basically I didn't want to gamble on the idea that the Devs 'may or may not' ever add new ones. For open ended badges like these there's always the chance new ones could be added up until pretty much the last day the servers are still on.
I'm mostly neutral on the whole Day Job badge thing. I don't overly love them or hate them and I wouldn't really mind if more were added or not. At this point though it seems entirely possible that the Going Rogue expansion could add more to the game (like Architect). I suppose we'll all find out eventually.