Lycantropus

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  1. Quote:
    Originally Posted by TonyV View Post
    Sure they can! They can provide adequate information so that normal people understand what it is they're getting and how it works. There's not a black-and-white line that separates "that's okay" from "that's vague," but in my opinion, in this particular case, there's enough of a gray area that Customer Service should do something to make right by it.
    That's all I was asking for to begin with. There was nothing seperating it from the "this is given to this character alone (that can sell, trade, or do whatever with)" vs "this is given to this character alone (and that's it, no take-backs in any capacity!)" I think the destinction is worth some degree of recognition that doesn't currently exist in game.

    Quote:
    Originally Posted by TonyV
    Part of that "do something" is, as Zwillinger indicated, making it more clear how things work, and when you're about to do something that has permanent consequences. That's all fine and good, and it's highly needed. However, it doesn't change the fact that if that's all they do, this particular user was hosed out of something because it wasn't clear enough to begin with. That's why I feel that the "do something" should also entail transferring the thingamabob for him.
    I'd be happy if the Enhancement Catylist is returned to my Character Email Inbox and deleted out of the current character's salvage tray.

    The thing is at the same time, I understand why they (the GM's) couldn't, but see this as a problem inherent in the system that needs to be examined. It's one thing if "all the proper warnings are given and ignored, and then they can't help". It's quite another when "there's not enough proper warning, then the user is screwed because of it" happens. I have given up on any 'fix' to my issue. It's future issues with other player's I'm looking at here.

    Quote:
    Originally Posted by TonyV
    It's my understanding and belief that this is an extraordinarily easy thing for them to do, just click a few buttons or type a few words, and it's done. The hard part, I would think, is getting approval to bypass whatever safeguards, whether technical or administrative, that are in place that keep unscrupulous people from transferring virtual goods all willy-nilly. Still, I don't think it's that big a deal. Get someone to sign off on it and make it happen, problem solved, loyal customer happy, CS people praised publicly, everyone wins.
    While I was hoping from that at the beginning, and think it should be part of the status quo, it's not. I'm... okay with that too, I suppose. There's a difference between Paragon Studios and NCsoft's support structure. I can understand why they can't combine (I'm looking at the current Dev Digest concerning such matters) but at the same time (and this is one coming from a 'service industry') that erring on the side of customer goodwill is often the best course taken.

    I didn't want to start this as a complaint to get 'free' stuff or anything else. By the time I posted this, the final decision had been made, I accepted it, didn't agree with it, and wanted to put my disappointment out there to let them know, and warn others about it.

    At the end of the day, I don't expect or want, anything for this post, other than "don't be this guy, yourself". I think players should feel more protected than that, but there are instances where this is not the case and "Caveat Emptor" is applied, and I feel players have a right to know, which is what got this thread created to begin with.

    In this vein, telling me to 'shut up' is the same as telling me 'I don't care I might get screwed, let me get screwed on my own without any forewarning... and you might even be a jerk for trying to warn me about it'.

    I've already let it go, and took the 2nd of my 3 Enhancement Catalysts on one of my character's that plan on using the Catalysts. To respond to an earlier post:
    Quote:
    Originally Posted by _Klaw_
    Yes but: You haven't lost it. You may want ato's for that toon in the future (more packs will be coming out) and that catalyst will still be there.
    That's great, in concept, but I have BAD alt-itis. I'm happy with his build/iTrial configuration, and the ammount of work it would take to add in anything new is worthless. I have far too many other characters to work on now that I have him figured out to bother with.

    The inclusion of one more set to add ATIO's, for the ammount of time and inf I've spent on him currently is pointless as far as I'm concered for what 3+% that imight be added to his build, and will never be done. I have, currently, a half dozen alts at 50+ (and no, I don't PL one bit, they're all well-earned) that I'm hoping to incarnate at some point, and will take priority to that one character's build.
  2. Quote:
    Originally Posted by Plasma View Post
    Obviously I posted a big rant before, but this is exactly my point - you do not want customers to think this. You want them to always feel safe buying from you.
    This thought along ecapsulates my opinion perfectly, Plasma! Thank you.
  3. Quote:
    Originally Posted by BrandX View Post
    ^This.

    I'd have no problem with it myself.

    I even want a capture mission that actually has you captured and in feeling in danger!
    Yaknow, I'd be fine with this myself if you had any control over the hostage.

    In Warburg, you can tell them to "Wait here" and "follow me".

    If hostages could do that, and there was a way for ambushes to detect level (meaning what level of the map you're on) it might even be neat, and allow for tactical decisions no matter your AT. Unfortunately, as it is, it's a timesink that doesn't really give the player the ability to apply tactics. However, it can be done in game, and has been applied in a few instances, but almost too little, too late, and appeals to specific AT's more than others... (not that that's a bad thing per-se). (that also goes into my arguments about PvP accomplishments, but I'll leave that for another thread...)

    The trick is in the way it's implemented, and how the player can implement it in return. A Brute or Tank can "conceptually" keep barreling through given time, a Blaster/Scrapper/Corrupter/Dominater can "conceptually" keep barreling through relatively easily. A Dom, MM, and Controller...(along with a few exceptions from the other AT's especially depending on level) may need to tell a escort/hostage "stay here" handle the ambushes, then bring them along.

    Having played every AT, there's tacical considerations with each in escorts, though in only one instance that I can redily recall (Warburg) that it's applied, and matters.

    EDIT: Yaknow, I completely misunderstood what you were saying! My apologies!

    I think that's a good idea, and they have "Jail's" on some maps you get sent to instead of the hospital... What would you suggest that would make that more... interesting?
  4. After seeing the news, my son, who is a Brony, is sad to see you go. As a player myself, I think you have contributed to the more creative players than I think you realize, and you will be missed.

    Take care, and have fun on whatever you make your next move as. This is a rough industry, may you find calm(er) waters wherever you go (good luck with that!)

    Lyc~the well-wishing werewolf
  5. Quote:
    Originally Posted by TonyV View Post
    That's mighty nice, but I really hope you guys will go further and actually transfer the thing for him.

    1) He (presumably) hasn't used it yet. It's not like he is looking to screw the system over or get something for nothing. He has not benefited at all from this mistake, and until he actually consumes it, there is nothing lost by transferring it.

    2) Lycantropus has been a member for what appears to be a really long time. It sounds like he's earned a little bit of leeway beyond a copy-and-paste response basically boiling down to, "Sorry, but hey, at least you learned something."

    3) I know you guys are busy, I really, really, really do. And I respect you for it. There's no telling how many hours you put in every day, and I know that piling one more thing on top of that would really suck. Nevertheless, this sounds like something that would be trivially easy to do. Granted, I don't know what tools are available to accomplish such tasks, but surely, surely the back-end tools exist to override (with permission, of course!) the safeguards and manually bump the number of an item on one character up by one and the number of an item on another character down by one. I've just gotta think this wouldn't take more than two or three minutes, maybe six if you count the time it takes to explain the situation to any appropriate manager to get approval to do it.

    4) Even if the floodgates open and other people start expecting you to do this, I can't imagine that it's a situation that happens very often. Even if it is, I have to agree with Lycantropus that it's very not obvious that you're making an irrevocable decision in claiming this item that, unlike damn near everything else in that list, cannot be traded to another character on your account, no how, no way. I just think it kinda sucks if he ends up paying the price--literally!--for this subtle shift in functionality.

    So how about it, guys? No harm, no foul, can't you make an exception for this one? You know I'm on your side, but this one sounds like it's worth pushing up the chain to get done.

    If nothing else, even if it's just simply impossible to pull off, at the very least, how about throwing a bunch of free Super Packs or even Paragon Points his way just to say, "We're not admitting we're doing anything wrong, but we also want to make you happy."?
    Thanks very much for the support, TonyV But I really don't need any of that. This was more about making the Dev team aware of something I thought was a problem. Once I got that last email from support after giving them my reasons why I felt they should, I pretty much was done with it. They can't change the core policy about transferring things around. I can't imagine the headache the added workload would be, because if they did it once for me... well that opens up a floodgate, so I can see the reason for its existance (obviously not crazy about it though ). That's why I brought it to the forums. To at least provide this info for others, and maybe to point out what could be a serious flaw in one of their systems. (From that perspective... if they really wanted to make it up to me... I'd love the "Bug Hunter" badge but I really don't see that happening LOL) I can think of a few other players making this mistake wouldn't be nearly as easy going.

    Anyway, the character I wanted to transfer it to, I already used one of the other 2 I have on him, Even if I still wanted it transferred, I'm not sure who I'd want to transfer it to now, as for the rest, I really don't deserve anything extra special for the mix up. Live and learn and all that.

    At this point, I'm more on the bandwagon for making them account bound items. Especially if we'll be earning them with the new DA content. Being able to get them to the ones we actually want them on, as opposed to the alt we're probably running through it to get the threads to start making Incarnate powers to begin with (that's what I'll be doing with it for the most part anyway once my main's are taken care of with the arcs) would be a much more elegant solution, and fit the way the rest of the ATIO system works.

    Quote:
    Originally Posted by peterpeter
    If it's true that both the regular ATOs and the improved ones are account bound, then no harm done. If you ever want to upgrade an ATO, you can email it to this character to be upgraded and then email it back to your other character. But I don't know if that will work or not.
    Nope, can't access the Combine Menu from the enhancement tray, has to be in a power (did it earlier today on my MM). Still could do it, I guess if you had another level 50 of the same AT, but then you'd need to use an unslotter too.
  6. Quote:
    Originally Posted by Zwillinger
    I'm sorry to hear about the situation you're experiencing. I'll be sure to pass this feedback and suggestion along to Clockwork O1.
    Thank you so much Z. After reading other's responses, and how all other aspects of ATIO's work, I really think account bound would be a much more useful solution.

    Quote:
    Originally Posted by VKhaun
    but not the tone of the original post like we're entitled to this or it was some kind of transgression by the developers. Reasonable people don't buy things they don't understand in the first place, or they buy things experimentally to understand them and it's not a 'loss' when it's useless or they get bad results because they learn.
    I honestly wasn't trying to come off as "entitled". The only disappointment I had felt was that the GM team wasn't able to 'undo' it back into my email, or transfer it to another character. As I said, if it wasn't something I spent money on (the Super Pack- so I didn't specifically buy something I didn't understand, just got something I didn't understand out of it) or if there were suitable notifications and I just ignored them I wouldn't have bothered the GM team, just smack myself in the head, and move on. I'm not even a little mad at the GM's. They're just following protocal, and doing their job. (I'll admit, I was a little miffed at the 'working as intended, but I know that they didnt' mean it the way I took it at first glance ). Through the exchange they were always polite and responded quickly. At the end of the day, it's just a bit of digital fluff in a game. I have other things to stress over than my pretendy fun time game

    In fact, the only one I'm upset with is myself, for not looking up what it was on the Wiki first. On the other hand, should we have to go to a 3rd party source for something so easy to screw up based on what info is available to us in-game? I'm not even mad at the Dev's, because it was probably just an oversight, since there's so many specific warnings about other similar stuff all through the game.

    More than anything, this post was to give others warning, toss my 2 cents out there, and point out something that can be a serious issue to the Dev's they may not have realized. At no point was I actually mad, or felt deserving of any special treatment, just disappointed that something so rare can be screwed up so easily.

    In fact, the idea that they drop in the new I-22 DA content makes me less upset about it, though I still am disappointed over the situation, and hope they change it to account bound, or give more warnings/information in the email claim sytem for the ones we get that way.
  7. I really hope so. Either that, I'd be cool with them being account bound instead. That way there's at least a safety net.
  8. The other day I was going over some of the stuff I got from the 24 pack of Super Boosters. out of the 120 I opened, I got 3 Enhancement Catalysts. Now at the time I thought those were the things that could chance one Enhancement to another of the same type (purple to purple, PvPIO to PvPIO, etc). I remember those being discussed, and that was the only thing in my email box that even looked like that, so I pulled it onto my character that holds my purple IO's for later use, and was going to try it.

    From the email interface there's no info available other than the name. There's no way to tell by hovering over it for any short or long help. Nothing. If you don't know what something is, you either have to look it up from an outside source, or claim it and look at it there.

    Wasn't what I thought it was. It's for upgrading ATIO's on your level 50's. Too bad I have no intention of using a set of ATIO's on that particular character. "Oh well" I think to myself, "I'll just send it to one of my character's that does". That's when I found it it's character bound. No warning when I selected it. Nothing. Well, to be fair, there actually is a warning:
    Quote:
    You are claiming a Character Item. This item will be delivered to this character and this character only. Do you want this character to have this item?
    Now that seems straightforward, right? However, everything on the character email list has this warning, ATIO's, Inspriations, and almost all of them can be sold, traded, and transferred. This warning just means that it's going specifically to that character, not that it's character bound. Temp powers seem obvious (though under the circumstances, they should get a similar treatment just because there's always new players) this... especially new tech we haven't seen in game before... not so much.

    Well crap, live and learn. I hate bothering support for stuff, but I only have 3, and I paid real money for them. If I didn't, I would have just /e headdesk and proceeded to do whatever I had to do in game to get it on the character I wanted.

    So I send my petition to have it transferred to one of my characters that actually could use it, or put it back in my email or something.

    Aaaand after a back and forth of a couple emails (always polite from both sides, I won't fault them for that, and I'm not angry with them, they're just doing their job) I basically get a

    Quote:
    Originally Posted by NCsoft Support
    I can understand your level of frustration regarding this issue, but the GM team is not able to assist with this type of issue. Because the system is working as intended we will not be able to trade this item for you. Please be more careful in the future when claiming items from email.

    If you have any additional questions, please feel free to contact us.
    Working as intended?

    Now here's where my problem is:

    1) This is something I paid actual money out of pocket for.

    2) There is no information you can get out of the Email UI to describe what it exactly is (and warn that it is character bound). The only information you can access is the name of the item, and how many you can claim.

    3) There was no specific warning when I went to claim it letting me know it was specifically character bound with no way to transfer it around, and was I sure I wanted to claim it. This is a gross oversight with how many similar prompts that exist in almost every other part of the game.

    So now, because of a misclick, something rare and useful is now a piece of clutter in my character's salvage tray... I can't use it on him (I already have his build and am happy with it- No I'm not making an alternate build just to use this one thing). Worse, I can't even delete it so it's there mocking me every time I check my salvage (yes I know that is a little melodramatic, but it's true ). Yes, I woulda', coulda', shoulda' checked exactly what it was on the Paragon Wiki, but I really don't feel I should have to go to an outside source for knowledge about it being character bound.

    I'll live with my mistake, not like I have a choice, but I'm very disappointed that there's no blatant BIG SCARY WARNING about this when trying to claim such items.

    EDIT: Better yet, can they be changed to account bound instead, so there's at least a safety net with such things?
  9. I like the 'extra reward if you manage to do X' as opposed to 'fail if you don't manage to do X'.

    That said, I don't think it would be a bad idea to add 'fail' conditions when possible as a difficulty option (like the settings you can adjust at the rep contacts) for those hardcore players and/or those types of players that have the mindset to delete a character after it's defeated the first time.

    The 'fail' options could be like:

    Hostages become targetable, attacked, and killed, you must protect them. (some actually were targetable when the tech was first introduced, folks raised a HUGE stink about it and it was removed, but I know it's possible for them to do this)

    Adding timers to appropriate missions when you're told "Hurry, there's not much time!" on those that don't have timers now, of if singling those out is too difficult, add a timer to every last mission at the end of all the story arcs.

    Lower the ammount of time available on missions which already have timers.

    Team wipes (or your character defeated, when solo) will fail the mission.

    Stuff like that. However, they MUST be selectable options. I don't think it'd be well recieved if they just started making difficulties like this standard.

    Would I peresonally use any of them? Probably not, I don't like to fail, but I don't see any reason the option shouldn't be available to those who want them as long as they're not too difficult to implement. I couldn't (and wouldn't want to) see the Dev's taking out a lot of time for new code for this. However, If they did, I'm sure they'd add reward bonuses for them as well to get the most ammount of people to try them.
  10. If I'm reading you correctly, other than the epic fight, you're wanting to have a story where the Phalanx falls apart in the aftermath, then Posi reforms it, bringing in lots of new people in a 'new' Phalanx?

    Sounds kind of like going from Freedom Phalanx to Freedom Phalanx: Unlimited... where our characters can actually be in the Freedom Phalanx and maybe have the heroes get Patron Pools from the 'elder members' (the original Freedom Phalax) with special story arcs involving them and bringing us deeper into the lore?

    If that's what you're saying, I'm all in!! Though I may have misread
  11. Quote:
    Originally Posted by Mr_Grey View Post
    The only thing that really bothered me about this one was how the "trap" is sprung without ANY warning.

    Really? As paranoid as we should be at this point, we don't check for ANYTHING? Manticore doesn't, either!? What the Hell?

    Then you defeat Wade's cohort and suddenly, BAM, Psyche's freaking and the world's coming to an end.

    My Hero: "I freaking knew it..."

    Still, we don't know how this is going to truly end. I just hope the last arc is longer than a couple or a few missions. Tell some more story here, don't just slap us into the situation anymore, dragging us by the seat of our pants by a Concord. It's about time we started wising up if we hope to win this. Enough blood is in the streets.

    ----------

    Though, really, I'm wondering if we're just reeling from emotional whiplash. We went from a relatively sweet lovestory (well, as much as Recluse and his chief assassin Red Widow can love each other...; did we ever get word if Ghost Widow's patron arc is going to change because of that?) to BAM! DEATH! (Devs: "bwahahahahahahahaaaa!"). It can certainly be disorienting.
    I really have the feeling that Manticore and Sister Psyche went into it KNOWING it for the trap it was. They didn't bring anyone else like Numina or anyone knowing about magic stuff to help, or Penny or Aurora as psychic backup to help if needed. It seems careless, but I'm betting that they did that because of the 'deep bond' Manticore and Psyche share (which would allow her to keep it private from the Shalice shard in her mind too) and couldn't tell anyone else their plan. This wouldn't be the first time this has happened.

    If I were writing it, Manti and Psyche just gave us the key to beating Wade. Sister Psyche's power is her mind (and remember her ability to mind-ride as well). I'm betting Wade got more than just her power, he got her consciousness hiding in his head too, so she's not really dead. She threw the Shalice shard out of her mind, not to save her, but to keep her from interfering (and because she had the opportunity with her boosted mental power). This will be revealed in the last part of the arc where she springs the trap and mind-rides Wade enough to weaken him so the heroes can take him out.

    That's my theory anyway. Otherwise, yeah, the way that all went down was pretty dumb.
  12. Quote:
    Originally Posted by EarthWyrm View Post
    Selling it as a package - a la the Gear Kit - would seem like it would make a certain amount of sense. Not selling a badge, per se, but selling a pack that replicates an old pack that happens to contain a badge. If it needed to be time-limited it might make sense to go up on the market for the anniversary month each year.

    Given how long ago these were released and labeled as "exclusive," I think it shows more goodwill to make them broadly available to current customers than to retain the exclusivity on the items indefinitely. And I say this as someone who bought and applied these to more than one account.
    I think making them part of some Anniversary Pack would be really cool. This is coming from someone that has everything already, so I wouldn't buy it, but I think it would be a nice consideration for those who just didn't have the opportunity.

    Just don't include any 'price point' with the badge, make it part of the pack for 'free' with the set. Heck, make it an inexpensive set too, because it all exists in game already, no real development needs to be done to make it happen, so nobody gets upset over being 'price gouged' for a badge. If they were true badge collectors, they would have already gone through the effort of getting it before now anyway, so it's a moot point.

    ...and if they haven't, that's all the more reason to make it available in some way to them.

    Quote:
    Originally Posted by Ghost Falcon
    Is this position final?
    Absolutely not. We've always listened to players and have used that feedback to influence or re-examine our position on many things.
    Well here's me giving my feedback. My family has 4 accounts. All of them have the slide, I saw to that way back. I have no need for them to be sold, and have all the 'perks' I've been able to get my hands on over the years (not counting the current market, of course).

    That said. I would LOVE for it to be available to anyone who wants it. It may be that one perfect thing for someone's character who's missing out because they didn't get into the game soon enough.

    I'm all about options. We've had our exclusivity (that's what we paid for) as old as these options are, well into long enough. If the pre-orders can be made options, these should as well.

    Time-gate it like during the month of our Anniversary, fine, like the other holiday gear. Then for a whole year they can enjoy the same exclusivity of it we have, for those who come after, or don't get it in time, until next year.

    It's all good, and the more options players have for their characters, the better this game is for it.
  13. Quote:
    Originally Posted by Kadmon View Post
    Might be that her mind isn't, but her body looked pretty dead. That tends to be an important thing, last I checked.
    My bet is that when Wade took her powers, he also got her mind. That even may be the key to defeating him. Getting some help from the 'inside'.

    She can mind-ride others. With a suitable host, she doesn't need her old body; look at Mother Mayhem. It's what happened to her. Now her return would ideally be... less insane if she is to return to being a hero... maybe taking over a brain dead body, being put into a mechanical one that can house her consciousness, or take one from a villain... or even becoming a fully psychic entity without a need for a body. This is comic-book fantasy after all.

    I just wonder whichever one it is, how Manticore will handle it...
  14. Lycantropus

    Premium IO's?

    When my son gave up his job to focus on college he couldn't play the game any more. Now he can. I enjoy being able to access my secondary account again (after they made more slots available for purchase on servers, I let it lapse, and we needed the money). I have a few characters I hop on from time to time on it. They can't get IO's either, and they play just fine.

    I don't see it being more fair than that. The stuff you "need" IO's for (more than anything else) isn't available to Premium folks anyway.

    Just use one of your other builds (talk to a trainer for that) and make a new build with SO's. When you have the reward tokens saved up or become a subscriber again, then you can go back to your IO'd build, and it'll be there waiting for you.
  15. Lycantropus

    Noncombat Pets

    I despise the change, and it has made them effectively usless to me now. Oh! I get stunned, well they died because they detoggled... wait for recharge... I just don't bother. With the combat pets they used to die when you breathe on them hard, now I have to worry about them getting detoggled on any character without mez protection, AND killed easily, AND now wait for it to recharge in either case. Used to be at least they were recharged by the time they died.

    I understand why they made the change, but it's ham-handed and undermines any desireability for them at all, in my opinion. It would have been much better if they just set them up so summoning a second pet would 'kill' or despawn the first.

    As it is, it's just too much trouble to even summon them, and resummon them every few minutes if I'm on a squishy because I got put to sleep for half a second, especially if they don't do anything other than look cute.

    Horrible change.
  16. Quote:
    Originally Posted by BrandX View Post
    You know. I never did find it hard to travel through the hollows.

    I always got the feeling that those who couldn't do it, where the ones who just wanted to run straight to mission.

    I'd always turn on sprint, then begin the long run while keeping my eyes open for enemies to avoid by running on the other side of the street or lower on the hill or what have you.

    Of course, that's not to superhero feeling. Still, never found it hard.
    I did until I learned that the fastest way to two points was NOT a straight line, and to just avoid the gulch and go around.

    As soon as you saw the stream of "ook ooks" on the side of your screen (because you just passed them) you might as well have gotten ready to hit the "go to hospital" prompt, 'cause you were toast.

    There's a part of me that misses that, to tell the truth. Having run it since the revamp (I didn't hate the Hollows like many of my SG mates did) it's lost something in the rush to make it easier. I don't always like when my games are 'too hard' but I don't mind a level of challenge that makes you think either. I think the old Hollows actually did that to a degree. It taught you to be aware of your environment, and rewarded you when you did (well, reward is a little kind... it didn't kill you). Even then, some folks see it as too much effort. I ran with a PuG once that avoided the Hollows (this was before the DFB's, but after the revamp) and not because it was old-hat either.

    After asking, not a one had actually ever run it before, they just 'knew' it was harder and not worth the effort compared to grinding radio missions. o.0

    I left team and logged shortly thereafter. Somewhere in the back of my head there's been a theory forming about the difference between 'players' and 'gamers' that I keep coming back to. Players are actually interested in what they're doing and playing, gamers are only interested in the progress they can make in a game, without giving much thought to the genre or game itself... or if they do, it's tertiary to the rewards. I may have to give this more thought and start a topic on it at some point, exporing it further...

    Anyway. I'm glad you had a good blast from the past . I may have to do it again myself, or at least Oroborous it on a character... it's been a while.
  17. I have to agree, very interesting thread, and there's beeen a lot of great responses in it with a lot of thought put into them. Here's my take on it.

    PvP was supposed to be a big part of the 'endgame' content, because each fight would be fresh and challenging... Until they learned how much of a headache it was to balance the game for it, and how much hate they got over trying to make it work equally for everyone. The Arenas were introduced as early as I-4 to test and prep for the inclusion of PvP as a big part of 'endgame' content. I think one of the biggest failings with it was the lack of objectives beyond 'kick the pancake out of your opponent', but that's my opinion.

    The A.E. was supposed to be a big part of the 'endgame' because it was a source of undending story arcs and player generated content, until they learned a lot of folks would just make farms and PL with it, and not even learn how to leave Atlas Park. Not my opinion. That's a true story, I remember it, and was there for the help requests of the level 50 'PL babies' that didn't even know how to play the game. If you weren't there... yes, it was that bad.

    Both of these systems were all but admitted to, if not outright, by the Dev's at the time as a way to find the mystic 'endgame' content. No, I can't site sources. It was a long time ago and I've slept since then, but I'm sure folks with more clout than I, can vouch for this.

    ...

    Now, there's iTrials, which are grindy, but at least it's consistantly done by many players, is easily balanceable against the rewards by the Dev team, and folks actually defend its existance because there's precident (regardless of how it's seen or reacted to) that it works.

    We can't say they haven't tried to make more 'do' stuff vs. 'get' stuff. Anyone who does either is new(ish) to the game, or hasn't paid any attention. The thing is they have to cater to the lowest and/or loudest denominator to have it 'work' for (or more specifially 'appeal to') the most people, higher-minded ideals be damned. Sad but true, and a fact that is painfully reproduced again and again in many aspects of life in my experience.

    At this pont, I think they're doing the best they can to please the most ammount of people within their budget and schedule. I don't hold this against them, even if I'm not among those 'most' sometimes. I really think the D.A. revamp is a lean toward trying to add more 'do' content, but I'm not holding my breath that the rewards will come close to the grindy 'get' content, to keep folks on that looping treadmill. I'm willing to give it a shot though, and given time, hopefully, they'll have enough 'do' content for incarnates that they won't have to fight so much to keep folks on the 'get' content.

    I love this game, regardless of the things I don't like about it so far, the pros outweigh the cons for me still. So I'm pretty sure I'll be around long enough to find out either way
  18. Quote:
    Originally Posted by Bad Influence
    .... 4 out of 5 of those seem like nerfs to me.
    I get what you're saying, but that's why it's a choice (you don't have to take the others). Additionally, the trades should be significant. I tried to illustrate this in the 'trade' for the recipie drop to be from the 'best list'. If you wanted influence, it should be a very large ammount to represent the sacrifice of the XP or 'goodie' Temp Power. The Temp power should have a decent ammount of charges and work well enough to justify the sacrifice (75-100 charges, for example).
    Quote:
    Originally Posted by BellaStrega
    This here. I like the idea of varying up the rewards, but doing so at the expense of end of mission XP rewards and inf strikes me as an unnecessary tradeoff.
    Then to get that and the goodie would mean the goodie would be a pretty piece of useless data in your tray, because to keep it balanced with heroes just getting the regular xp/inf instead of the more specialized villain 'cherry picking' choices, would mean the Temp Power would be pretty much effectively worthless. The Death Ray of Doom would barely hit, and when it did, would probably do brawl damage or something. I could see hero players complaining that villains get all the 'good stuff' in Temp Powers and whatnot anyway. There's gotta be a balance of give and take to justify it.

    Anyway, The topic has strayed somewhat. My original suggestion was just to get the ball rolling, not justify the topic itself. If you don't like that, what would YOU prefer instead?

    Frankly, compared to blueside, redside is floundering, so they're trying to make content that redside players can participate in, but it basically equates to having villains get suckered into helping heroes save the world, because there's so many more hero players they need to cater to. Just no money in doing more specific redside stuff unless more people are interested.

    To me, that means a fundamental change in gameplay that makes playing Villains different enough to make them interesting in their own right. The current equality just means I see a lot of "hero" villains who have no reason being heroes in any capacity, other than the player perception of 'blueside is better, and it's easier to find teams'.

    The two most fundamental ways I can think of would either be in gameplay itself, or the rewards. Rewards seem to be a good first step, as changes in the gameplay to cater more to various villain motivations would take a lot more work and effort. Obviously not something they're willing to do at the moment with such a smaller playerbase than blueside.

    Quote:
    Originally Posted by Bad_Influence
    Not happening, sorry. I play both heroes and villains, and I'm very protective of my villains. They have endured enough abuse
    As am I. It won't get any better until there's more redside players to encourage the Dev's to develop more for them specifically.

    So you don't like my idea? Again, what would YOU do to make redside a more interesting and unique experience from blueside, to draw more players to stay and/or become villains? That was the point of this, not to merely debate the merits of the first suggestion I popped out with, but get kind of a 'thinktank' going that might help the Dev's figure out ways to make redside more appealing. With redside already created, I really believe it somehow starts with the rewards.
  19. I have to agree. When I'm running with my Axe Tank compared to the two SG members with Titan weapons in that group, the difference is night and day. I love the CRUNCH of my Axe, and it's totally missed on TW. I also agree with the lack of impact sound on Street Justice too. The lack in both make them fairly underwhelming feeling.

    The 'whoosh' of the swings on both sets are pretty loud, the impact isn't. It's almost like they got the volumes reversed on them. The woosh should be quiter, and the impacts much louder; of course, in my opinion.

    Apparently I'm not alone in that opinion.

    They should have a chat with their sound effects team.
  20. Quote:
    Originally Posted by Hyperstrike View Post
    Talk to someone who actually gets days-long migraines and/or cluster headaches. It isn't "It makes my head hurt". It's "someone please take a chainsaw and open my head up". And that's a MILD one.

    This isn't "whining about QOL issues". This is me irritated because the venue and the filmmakers are trying to push a technology on me that can potentially cause me enough pain that I wanna die and limiting my options for partaking of the content in other formats.
    My wife wears glasses and finds the 3-D too dark, and the glasses an irritant. I have your problem with the migraines, so I get where you're coming from.

    There's no showings in 2-D at my cinema (though 5 different viewing rooms opening weekend of the 3-D version) I was so irritated, I actually wrote the theatre an email expressing my displeasure. Few folks ever actually say anything, I felt it worth the effort. Even though I'll probably get ignored. Meh.

    Quote:
    Originally Posted by Hyperstrike
    So your TV makes the room smell like years of stale popcorn, ratty hotdogs, and makes the floor sticky with spilled soda, slushie and dropped candy while putting some annoying schmuck on the surround sound in back of you flapping his yap while taking progressively larger chunks of money out of your wallet every season?

    WOW! How much did you pay for THAT setup?

    Doesn't cost much, just takes a lot of tender loving care, and time.

    Having kids doesn't hurt either... College... ugh!!

  21. Quote:
    Originally Posted by Yogi_Bare
    I would propose using those specific type of missions as a way to unlock those goodies as crafting recipes.

    This way, you get to keep you XP/Inf reward and if you decide you want that "Death Ray from Mission X"; you'll have access to the recipe (just like Heroes do with the Lost Curing Wand)
    I'm not sure that would fly. Not unless heroes had access to something similar, and I'd rather avoid that. Plus, the trade off is where the balance would lay. Quick, limited, power (the goodie) or long term rewards (xp) or riches (lots of inf), etc.

    Plus as Temporary powers with charges there would be better control on the Dev's side to keep it blanced. Assuming the arc that gave a Death Ray of Doom could even be Oroborous-ed, they could adjust it to be an "Echo" power that isn't as strong or has far less charges to it.

    Though having villain specific Temp Power recipes (and conversley hero ones) as a seperate thing would be kind of neat, too. Having a [Death Ray] for villains (not a Death Ray of Doom- that would be too powerful ) limited charge high damage attack, it's experimental and the aim isn't too good, but when it hits, WHAM!! Or how about [Handcuffs] for heroes? Short term Melee-range Hold attack (just use the 'cement shoes' animation without the bucket) That's something to think about... They have similar things related to day jobs so... why not?

    Again, it's finding ways to make Heroes and Villains play different from each other without giving too much of an advantage to either.

    Quote:
    Originally Posted by Yogi_Bare
    Sam mentioned faction rewards; I'm down for that too (on a different scale) (and have made the suggestion on multiple occasions). I mean, we already have it (to a limited extent) with: Origin Enhancements (vendors and mob-faction drops), Praetorian missions and the redside coral arc but I would like to see the latter expanded on for redside; from level one on.

    Between the Arachnos in-fighting and all the factions vying for the upper hand in each of the redside zones; there's ample material to build such a system on.

    Faction 'points' could be measured in both per Zone and 'total Isle' fashion ('open world' if Blue/Red sides became truly integrated); with favorable faction contacts providing discounts, temps, faction specific missions and exclusives while unfavorable contacts charge more, offer less or ignore the character outright.
    The only problem I have with this is it's yet another form of 'currency' players would have to keep track of.

    Folks already are unhappy with all the types of 'currency' they have to keep track of currently (particularly with the Incarnate System) and it's suspected for the next tiers they'll add even more so folks can't 'hoard up' in advance for them. So in that respect, I think that'd be best avoided, if possible.

    I would say it might be neat if it's just a thing you build up to garner trust or goods, but the level and alignment systems would probably represent that well enough for gating purposes.

    However, I love the idea of Paragon and the Isles becoming integrated. My main villain is a Rogue so he can carry out his nefarious plans in Paragon unhindered. I'd love to take some of my heroes over to the Rogue Isles and help the poor people there against those who would opress them, but for many of them, that would require crossing a line they either can't (in the case of my main hero) or won't and becoming a Vigilante. Plus, unfortunately, there's nothing but radio/paper missions that I can imagine are heroic or villainous acts for my respective characters... but that's another thread alltogether.
  22. I'm very picky about missing, and have the "last to hit chance" from my combat stats right below my target tray in the top middle of my screen on almost every character I have.

    The Random Number Generator in this game tends to get stuck running a bit high sometimes. As a result the dev's created the The Streak Breaker to force a chance to hit, but the ammount of times you're allowed to miss is based on the lowest accuracy you have in your attack chain.

    As a rule of thumb for myself, I make sure I have at least two Accuracy IO's in any given power, even Brawl if I include it in my attack chain (which I often do on my Brutes, at least). With just one, you're vulnerable to any Debuff or Defense they may have, and anything conning red or purple become magnitues harder to hit in general. Using vet powers, temp powers, that you cannot slot have base (the equivalent of unslotted) accuracy in them, which can throw off your streak breaker, so avoid using them on anything when you're To-Hit is DeBuffed, or they possess anything higher than base Defense (which, effectively, scale up the higher they con to you).

    So from the way it sounds, you're trying to hit +3-4's in the incarnate trials, with one accuracy IO in your attacks. From what you were saying your percentages are, I imagine most of your attacks have a "To-Hit" somewhere in the 30-40% range (basically you have less than a 50/50 chance to hit them currently). I'd make sure you put two Accuracy IO's in each of your attacks if I were you, and make sure they're at as high a level as you can get them. Do that, and I bet you'll see a big improvement.

    I'm not a number cruncher by any stretch, but I am particular about my Accuracy. I HATE missing. hope this helps!
  23. Only theatre I like to go to only has it in 3-D. No 2-D option available at all. I generally try to support the generes/films I like by seeing them in the theatre, since that's what most bean-counters still rely on as a metric of success.

    As a result, I will NOT be seeing it in their theatre, and will buy it when it comes out on DvD for much cheaper than the ammount I'd pay in admission, and in the format I want to see it in... as often as I want... on my huge-*** TV screen that gives the same effect as a theater when all the lights are out as far as I'm concerned.

    Not whining about it one bit. Just stating a fact, and throwing in my opinion on it since there's a thread about it.