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Posts
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Go into The Crucible (cap) or Fort... blah, whatever it is (Atlas.) All the TF contacts are in there. (Or at least teleports right to them.)
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If few people use the zones now... why spread them out farther?
And I see people deliberately running into, say, Rains, ice slick, etc. to be "attacked" and attacking people who aren't interested in PVP. Good way to turn people *off* of Praetoria - and COH in general.
Add an arena, if people are actually interested in PVPing.
And *absolutely not* to introducing PVP in the PVE world of the Rogue Isles/Paragon. -
It's not "broken" - that is, tethering is working as intended.
That said, I also said in beta I didn't like it. I didn't like it when dealing with mobs in Aion, either - and they tend to hit harder and take longer to kill. Doesn't make it any less irritating here. -
It's not the bar that bugs me in CO, as tacky as that is. It's the entire pause to get the attack to be worthwhile (or, in your case, use X effect instead of Y.) It's the entire slowing down of the pace that would result. If I'm playing my PB or Energy blaster, I *want* the knockback - I can direct it, TYVM. Running my Bots/FF (which, admitteldy, I rarely do as I find the pairing boring,) I *want* that Force Bubble doing knockback *now* to get whatever's beating up on my 'bot away from them. My snipes? I don't want to have to hold down long enough to make it worthwhile, or turn it into a long-range spitwad if I just tap it.
It's kind of like why we have five powers in power pools now, instead of having something "less desirable" replaced - when they tried it, they found quite a few people using, and wanting to keep, what they thought was "less desirable." Similarly, I don't want my powers doing something I don't want them to do because someone else didn't like the effect originally built into them. -
Quote:I've played around in the zones on all the servers since COV came out. In all that time, I've seen them camped *maybe* once.The meteors don't move nor do the firebases. Never seen one camped huh?
Firebase camped? Go to another one.
Meteor? Go to another. Use the zone's temp stealth. "Mistell" in broadcast about "Meteor X next" and see if they take the bait.
There are multiple exits from the web, and plenty of approaches to the bunkers. And someone has to *defeat* you in order to take your code. Fight back.Quote:Neither do the exits from the Web, the Lab Technician Bunkers or the Launch Computers. Escorting Technicians is just waiting for someone to come along and take your code.
Utter BS. Yes, it's a PVP zone. You're warned when you come in you may be engaged by another player. If you don't want to "make yourself vulnerable," don't enter the zone. (Not like they're usually busy these days.) It's quite easy to finish the little zone mini-games.Quote:
Sure, they're big zones. If all I wanted to do was hide. If you want to accomplish something you have to make yourself vulnerable to getting no gain for a lot of time wasted.
There's a reason that, the times PVPers have wanted to 'duel" in the zones, they've picked a spot to meet. Namely that it's damn hard to find one other person if you're just randomly combing the zone - even hitting the "event points." (Easier in Siren's, of course, since you're given a rough targeting marker and there's only one "event" at a time.) -
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It's not 1156nm/1366nm. They are (typically) named after the number of pins.
The 1366s will use triple channel. it's also the only (so far) socket Intel-side that will let you go with a six core CPU.
Settle on a socket, then you can look at CPU. You can't divide it as (for instance) "17 goes with 1366" - my system's an 1156 running an 17-860. IIRC, Intel is labeling them by target market - I7, high end consumer/business/enthusiast, i5 mainstream, i3 lower cost. -
That mechanic was one of the things I absolutely despised in CO. And as far as "KB vs KD?" So, if I'm playing my Peacebringer or Energy blaster, where almost every attack does KB, where I *WANT* every attack to do KB, I'd have to "charge it up?"
Hell no. Keep that crap out of this game. -
Haven't heard anything about new pools, no. But I think you're making a lot of assumptions on how people build.
For one, why are you only assuming people will take one travel pool? They may not take more than one travel *power,* but they'll more than happily dip into Speed for Hasten, or Leaping for Combat Jumping, or Fly for Air Superiority. Several support builds will take Recall Friend from teleport. Without feeling a need to take Fitness, I'd say you'll see more branching out there.
Plus, presence - it certainly is taken. "Tankerminds" (and even non-tanking masterminds) come to mind right away, just to grab the taunts. (And concept builds, admittedly.) Common, no.
Also, you're *not* creating a need for 9 more slots. Not all powers need slotting, and you'll see "one slot wonders" becoming more popular (Stealth taken for a LOTG +Rech, for instance, or Temperature Protection for Fire armor types for the slow and another KB IO.)
I don't think the temp powers point toward new pools. *shrug.* I wouldn't MIND seeing others, depending on what they are, but I don't think they're high priority. -
Yeah. That thing. :P
(Don't ask why I put Earth there. Edited to fix.)
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Quote:The perception problem with stalkers is due to some of the players who refuse to actually *scrap.* Yes, you're squishy. You can still fight. Instead, though, we've had too many people for whome the playstyle is AS-Placate - run off and "scout the map" while everyone's fighting give the Stalker a non team friendly reputation.The problem is all perception. I find stalkers just as useful as scrappers and brutes on my teams, but the perception of the community is less favorable. This is most likely due to the combination of the single target focus and the "hit and run" of the initial design to stalkers.
Wouldn't argue with Hide being made inherent, though. It'd have to stay slottable, however, and even though this is being done with Fitness, I'm not sure the devs want to start drag-racing down that road. (Fitness. Then "Stalkers get hide, what do we get?" elsewhere - Taunt? Build up? etc.) -
Ahh, the Pillar of Ice and Flame. Useful little thing to have in the SG base, if you use ouro. And, being a control item, it's nice to be able to put it in the Oversight Center.
And then your SG grows, you dump the oversight center, and have this little pillar that looks rather out of place in the middle of your mainframes.
Could we, perhaps, have that item allowed in Teleport rooms as well? If it can't be dual-flagged, perhaps a second one (and while we're dreaming, a "tech-themed" one with the crystal suspended in the middle) flagged for use in teleport rooms?
While I'm at it - right now, if I just want to turn a corner (have an "L" bend) or extend a hallway a bit, I have to use a rather-expensive-for-what-it-is single "space" defensive room (65k) to do so. A nice, cheap (1-5k?) flagged-for-nothing-but-decoration single spot room would be useful. (So would smaller "rec rooms.") -
What does it matter if you're KB'd during it? The "hit" is determined when you start. You could be sent to the other side of the map, and if you were going to hit, you'll still hit. Not to mention you'll likely do some knocking around of your own.
And even pre-IO, I can't say I was ever knocked back "constantly," or with any frequency enough to notice. -
Quote:Friends? Often they're the same person. Amazingly, PVEers PVP. And PVPers PVE (for something other than "get to 50 to PVP.") These are not typically completely separate groups.I Have a Dream that all little Pvp Players and all the little Pve Players will one day get together and be friends
<insert same back and forth we've had since PVP zones were introduced.>Quote:Why I tell you, Pvper will hunt anything in Pvp Zone, If you go for Nukes or Shivans you will will be attack. <snip rest of same broken record>
If there were anything in the PVP zones that was required (no, badges are not, no, shivans, nukes and heavies are not) for the PVE game, I might feel differently. But they are not. End result: If (generic) you don't want to PVP, you never have to come across it, ever. And that's perfectly fine. No reason to be able to set yourself to "don't touch!" And no reason to (and plenty of reasons against being able to) spread PVP into the PVE world. -
Quote:Nope. We need at least two more in Screenshots and Fan Art, one here in a week, two out in the Champion server forum, one trying to fit it into RP, one complaint in Tech Issues and Bugs that inherent fitness isn't working right now, two in badges, and I swear there aren't any in Base Construction.Are there really not enough threads on this subject in almost every forum?
Get to it, people! -
Go to Dark Astoria. You can't turn IN the tips there, but (a) large mobs = fast tips, and (b) when you do turn them in, it seems they go in the zone you're in at the time more often than not. (For instance, I hopped into Atlas on my 50 tank to pay SG rent, realized I hadn't actually called in my tips, did so - and all three are in Atlas.)
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Er...
Move some slots into Healing Flames for health. Right now, you're only doing 25% of your health when that fires off. Mine, at 50, is slotted 3rech/3heal (common IOs.) Base at 50 heals 468 HP. Slotted I'm closer to 1000, with it available - ignoring set bonuses elsewhere for recharge - at 20 seconds.
Melt Armor's generally not worth it on a tank.
If you can six slot Taunt and fit Perfect Zinger in there instead, you'll have a *little* more S/L def, plus it will have a chance for Psi damage when it hits (yes, I've killed things during a Rage crash with that. It's amusing.)
Yes, Stamina's going inherent in I19. Throw one or two slots in Rest - not to actually slot Rest, but to remember to put them aside for slotting Stamina.
And if you're worried about cost, run your alignment missions. Perf. Shifter Chance for +End is a 1 Alignment Merit recipe. Miracle +Recov is 2. Or run AE, burn rolls - it's where I tend to stock up most of my characters on Steadfasts and Karmas (both KB and Res/Def. No, not finding a farm, just running random arcs.) -
Quote:/this.A lot of people balk at the 20mil conversion charge at first, but once you realize how easy it is to get something worth much much more than 20 million, you can quickly find ways to get good stuff for any of your characters much faster than you could before. Not to mention it's amazingly solo friendly.
First run through. Spent 20 million on an A-merit.
Spent A-merit on 5 random rares.
Sold one random rare (listed at 5 inf) for 61 million.
... works for me. -
Quote:Item 1 - VEATs already can get six. The current system is already extendable.I mean, if the give me more slots I'll take em, but I'd prefer they direct their focus elsewhere.
Item 2 - Which devs, precisely, are going to be so impacted by this that something vital loses focus, that this actually would be a reasonable objection? This isn't something that, say, would delay I19. It wouldn't preclude or delay content creation. Has nothing to do with power creation or adjustment. Wouldn't even get Jay's costume folks involved.
I'm hearing some pretty weak objections here. Recap of objections:
"I don't want it." (Really, all that's being said with a simple /unsigned.) So don't use it. Others don't like PVP, and the argument that that means the devs shouldn't spend time on it for that reason is awfully shallow. Some people only use one costume. Should we fire Jay and his team? Some people don't use the market. Should they not streamline and expand that as needed? Everyone has different interests. It's in Paragon Studios interest to stimulate as many of those interests as possible to at the very least maintain their playerbase. You're welcome to not use it - nobody will force you to make new costumes - but that's not reason to deny those that *would.*
"It removes an INF sink." Counterargument being that it makes said inf sink more likely to pull INF from the game economy by encouraging further use, as well as how much that INF sink is already neutered. (3 months = free token. Issue with costume changes, free token. Log off in Icon/Facemaker, discount token.)
"It removes a time sink." Well, so do base teleporters, wentworths teleporters, Ouroboros, mission teleporters, Recall Friend, Assemble the Team, travel powers, Ninja Run, the train stations added to Skyway and Founders, Pocket D... I remember trying to get around in Issue 3. Vast difference now.
"The devs have better things to do." Well, given it would make a segment of the population even happier without impacting others negatively, the background items (extra costume slots, again see VEATs, accessible via slash command) are already *there,* and it would only need to be made official via extending the UI (something that obviously they can do, given it was done with the halloween salvage introduction,) I don't see this as having much impact.
Pros:
I want it. Thus it being suggested, but it's a vague argument. That said, it indicates interest is there from a segment of the playerbase, and the result would be used. (Edit, the "I" being a generic I representing those that do - yes, in this case including myself.)
It would enhance an in-game INF sink through the creation of further costumes, much like adding the fifth costume slot did.
It would enhance character concepts. Concepts aren't just powers and names, but they're developed through costume as well. This would allow "shapechanging," adjustible armor, and everything from superman's phonebooth to werewolves and Ranma to a greater extent than now.
RP. More outfits for more occasions, without having to break an RP flow to run to a tailor.
Real-world income stimulation. As part of a pack or sold individually, costume slots will, on their own, attract part of the playerbase. (Throw one in retroactively to the Party Pack and I'd buy it just for that.) -
Quote:Real numbers being displayed.DO have a problem with them giving them away as it takes programming time away from other things for what is at best a minor QoL improvement.
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Inspiration combining.
Emotes.
Weapon customization.
Power customization.
Extra character slots.
Reordering characters on the login screen.
Putting icons for the stores on the map.
Adding a hospital to the Hollows.
You can make that argument for all of the above, as well as quite a number of other QOL improvements that have made their way into the game. Sorry, but you really have to come up with something better than that. It just doesn't hold water, as you're essentially arguing they should not do any QOL changes to the game, ever.
They give them away so frequently it's ridiculous. And as far as INF sinks go, the tailor's just not one of the big ones. I'd be willing to bet that more INF gets destroyed in a day, most times, in the market than gets "spent" in a month at Icon.Quote:It removes a money sink. Not every player has dozens of costume tokens, vet discounts or day job badges. Any money sink in this game is desirable.
Alternately, if you want to see it as a money sink, it would be *more* effective to have more costume slots as people would *want to use them.* Having more slots available means those who are only "somewhat" interested in multiple costumes can have yet another reason to go to Icon just to try something out. And since they're unlocked with buying the booster pack - meaning no going out of the way in-game to find which tailor for which level and fighting whatever it is they want you to fight - it would be easier for people to use them right off the bat. -
Quote:The only "necessary changes" in the game are bug fixes. And those are fixes in unnecessary software.Bull. This has nothing to do with a timesink. It has to do with an completely unnecessary UI change for the small number of people who can't be bothered to fix their own problem.
By the way, the only one who brought up a time sink is you. Zortel didn't. You've also brought up the INF sink, which has also been chipped away... no, wait, more like had explosives taken to it by the devs, as far as the tailor is concerned.
Also,
It has no effect on the "game element of the game," assuming by that you mean missions, character stats and the like. And, in fact, it would have a *positive* effect on the "game element of the game," if you take it to mean overall enjoyment for a segment of the population - just like new badges for another segment, new IO sets for another segment, etc.Quote:undesirable to the game element of the game
If by " undesirable to the game element of the game" you mean "EG doesn't want it," well, when you make an MMO, you can rule it out. But just like there are badgers, RPers, PVPers, PVE-only players and more sub-communities in the COH world, just because *you* don't enjoy or think you'd make use of it doesn't mean it's invalid for everyone else. The game has a much wider appeal than that.
Now, impact on the game:
Basic mechanics - No impact. No powers are affected by this, and no AT is buffed or nerfed as a result. There's no balance change.
Character creation - Slightly changed, but not directly, as the person can have more ideas to keep developing a character and expressing it via costume change.
Market - No impact, other than perhaps moving a few more costume piece recipes, but even that would be minimal.
Badging - No impact.
Enhancement system - No impact.
PVE - Does not mechanically or numerically change PVE encounters.
PVP - Does not have an effect on PVP.
RP - Finally a section that it has impact on, as people can now expand their available costume selection, enhancing their RP experience. Impact - positive.
AE - No impact. NPCs can only have one costume each, after all.
Bases/SGs - Possible impact, as it's easier to 'give over' a slot for a SG uniform (for those that desire it) when you have more slots. Impact - Positive.
Server stability - No impact.
... so what's this "undesirable" effect it will have? Making RPers enjoy the game more? -
Quote:Given that those who would use all these are likely to *keep* using that when new issues and/or boosters with costume items come out, it hardly removes an INF sink from the game, EG. (Not to mention any time they rearrange the costume editor even a tiny bit, it seems at least one costume per person "breaks," well...)So the devs should find the time to change the UI to accommodate additional costumes for the small number of people for whom going to the tailor for a couple of minutes is a major hardship?
OK. Still /unsigned, completely unnecessary and removes a money sink from the game. The means to have as many costumes as you want on one character already exists.
Also, as far as INF sinks?
- Tailor, discount tailor tokens for just standing there.
- Vet rewards - free changes. Many, many of them.
- Occasional free tailor sessions handed out with costume revamps (rare, but it happens.)
I don't think the devs are worried about this being an INF sink, quite frankly. Especially at current levels of income. Enhancement purchasing, crafting and the market seem to do well enough for that.
Edit: I'd also say, as a counterpoint, the devs would be bringing in money - yes, they already do, but it's one *more* incentive to purchase more booster packs. Bringing in real world money > in game INF sink. -
I'm sorry, that's obviously overpowered. (Actually, I wonder if Walk's allowed because it, too, shuts everything off.)
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Quote:Why not? "I want them" is perfectly legitimate, especially for something that has exactly zero impact on game mechanics. I want multiple outfits for different occasions, without having to run to the tailor (where I spend plenty of INF anyway.) I may have a character (and, in fact, I do have some) that change as they use their powers, get "into" a fight or whatnot. I may have a character that would have an "adaptable suit" that slowly adds layers as I meet other threats. If we could show degrees of damage, it would work for that, too.Why do you need more than 5 active costume slots? If the answer is "I just want them." Why?
By the way, VEATs can have six. One just doesn't display on the UI.
So, frankly, /signed. -
The shield is an aura, not a physical "shield."
