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FF, Sonic, Emp, Cold, etc... I play them all, and have most at significant levels if they aren't 50 already.
Yes, they would nerf them. Longer duration = higher end cost and/or lower values. The reapplication of those buffs is part of the 'balance.'
Apply them where they're actually needed (not everyone needs every buff. Yes, even on a MM. Pets can be replaced. Worry about the players.) If you find the process to not be fun, don't roll something that buffs in that manner. -
Quote:Two words. Prove it. Prove this is anything *but* complete hyperbole on your part. Oh, nice insult to *most of the playerbase,* by the way, essentially saying most people who play the game are utterly incompetent. (The "low end" - with your own description - "... are the VAST MAJORITY of the playerbase.")
The issue is that freely accessible rest would do some pretty whacked out things to the behavior of the lower end player populace. Not lower level, but lower end, due to play skill, build aptitude, etc... and these are the VAST MAJORITY of the playerbase.
If rest is freely available, it's going to get used freely, and that's going to skew the way people play, and it's going to change the between-fight figures dramatically.
My theory? We'll see it used *slightly* more often on the lower levels. Again, though, people like to keep moving. You'll see the exact same behaviours you see now - passing over a blue, seeing who *needs* to rest, people going AFK and the like. Building with Stamina as a goal, so they can keep moving (and have some counter to end drain effects, from clockwork, Mu, Carnies and Malta - something Rest doesn't provide while in combat.)
See, I *have* played games with instantly available Rest - most recently Aion. There are times it was useful. I could rest, get up, and re-rest, since I'd misclicked and stood up before I was actually ready to engage the *next* mob in a long, drawn out fight. (Easy to do, given it was triggered by - IIRC, the comma - and I'd tend to type and chat.) A string of several difficult fights? I wouldn't have to stand around as long - just hit the "Fast forward (with some vulnerability)" of Rest. Those fights *do* exist here. Yes, you're getting a faster recovery/regen rate... while being locked in place and heavily debuffed.
"Change the between-fight figures dramatically?" I'll believe that as much as I'll believe that what I ate for breakfast today has any impact on the tropical storms in the Atlantic.
The Rest cooldown is a holdover from Jack's "Making things tedious is fun!" era. It's also quite frankly nonsensical to be too tired to sit back down once you've sat down and stood back up for some reason. (For instance, you hit rest, waited a few seconds, and had an ambush come in - which only takes a few seconds to defeat, but as it sits right now, you now can't rest.) -
Quote:We didn't "need" newspaper missions.No, I don't think it would be "incredibly game breaking". I just don't think it is necessary, and I am not a fan of making unneeded changes to game mechanics when there are many other existing options. It often comes across as players wanting to change the game, rather than take any action on their own part to overcome the perceived issue.
We didn't "need" temporary travel powers (and so many ways to get them.)
We didn't "need" to be able to combine inspirations to make a new one.
We didn't "need" to have every tier-3 inspiration dropped on us when we leveled.
We didn't "need" a lot of things in this game. However, we got them as conveniences. Which is all this is. -
My one concern (after an admittedly quick skim through) is going to be the animation for Encapsulate - it's going to have to be different enough to not be confused with either Detention Field (yes, some of us take it!) or the target having a bubble.
Just a thought.
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Quote:Can you really say that having Rest more available would be incredibly game breaking? Since I do believe I've pointed out that, yes, those ARE available, but having another reliable option would be nice for some, especially given rest's drawbacks. (Hell, I'm not even saying *I* would use it more.)There are already a number of ways to deal with endurance issues at low levels without having to use Rest as a crutch.
- Slot powers for endurance reduction.
- Use inspirations.
- Temp Power: Recovery Serum.
- Drop a recharge reduction TO or DO in Rest.
After all, the side arguing against has been putting out some hyperbole as well ("It'll make stamina obsolete!") -
Quote:Well, the two or three bombs as they sit now would be bad. Very bad, in fact, as they would likely destroy a building, as that's what unsupervised bombs tend to do (that and raid the liquor cabinet when their folks aren't watching.) Now, if you took those bombs and spread them throughout the city, to do so equitably you'd have to turn three large bombs into many small bombs. The larger the city, the smaller each individual bomb would be (and thus the less liquor it could hold, though more liquor cabinets would likely be raided.) Indeed, by the time you finished spreading these throughout the city, the end result of them going off would be less an explosion and more a noise that would make you wonder who broke wind.The Heroic option is to "Diffuse the Nemesis bomb threat."
Diffuse means to spread through a medium. Do they REALLY want me to spread the bomb threat around the city? That's heroic?
Of course, the alternative meaning of "medium" could also be entertaining, as we have pseudo-psychics exploding on TV. "Can you speak with my dead poodle, Fluffy?" *BOOM!* Now he can! -
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Quote:Faulty arguments.The problem is, the goal should be for people to be able to handle multiple spawns with the resources they have, but not infinite spawns unless they're either moving slowly or have invested a lot into making their build sustainable on high load.
An always-available rest would result in people just topping off every time they finish a spawn, and there's basically no risk once a spawn is dropped; most maps aren't filled with patrols, and the spawn that's sitting --> over there will ignore you until you get close enough. It only takes a handful of seconds to top off your endurance with rest, so this would effectively obsolete stamina as "the solution to endurance problems", as perceived by the general populace.
People already fail to use the tools available to them NOW. This would be another crutch.
(A) "An always-available rest would result in people just topping off every time they finish a spawn."
This is an *assumption.* People like to keep moving, too - which is why they invest power selections and slots in Stamina. An always-available rest (which takes a few seconds to activate, as well) slows down the mission, which itself some people don't like in principle, and which is a greater penalty than "just keep moving" for some ATs (Blasters lose the seconds of Defiance, Dominators have Domination they've built up drop or lose usable time in Domination, Brutes have Fury drop.)
(B) "This would obsolete Stamina as the solution to endurance problems"
Stamina is *a* solution, not *the* solution. In addition, Stamina has a big advantage Rest doesn't - it's always ON (not just always available.) Rest doesn't help my Tanker in the middle of a large spawn when my END from armors, attacks and the like are using up my endurance. Stamina does. Rest slows me from getting to the next spawn, because I'm locked in place - and if I'm not paying attention (or hit a lag spike,) the ambushes (which are more frequent than you seem to want to paint them) have a nice, big, heavily defense-debuffed target to take down.
It would allow people *another* path to endurance management, yes. It would not render Stamina obsolete. -
Quote:Incorrect. That is not "one shot" as far as the code is concerned.Signed, as ever.
Oh, and;
Seriously; Where to people keep getting this idea from?! It's not true! Go in game, go up to a mob of even con or higher, and hit rest. In fact, to prove it, go to the warzone or somewhere and walk up to the biggest, nastiest Rikti you can find. Then rest in front of it.
You. Will. Die.
One shot, one kill. End of story.
There is no one-shot rule. Or if there is, its only in very extreme cases.
You see one attack. You are getting HIT with two simultaneous ones. Watch your combat log. For Rikti, it's typically slashing and energy. The game sees it as two attacks, two "hits" of damage, and you will die.
If it's 100% energy, 100% lethal, whatever, you will not, so long as you have no damage from any other source.
Technicality? Yes. But it still makes the "one hit code" statement true.
I'll put up screenshots I just took.
1: The "two hits" a rikti sword does, lethal and energy.

Note the *two sources* of damage - the "Hit with lethal" and "Hit with energy" damage. Two hits. Yes, one attack, but two bursts of damage.
2. A level 11 stalker (260 hit points) requiring two hits from a Headman Gunman rifle (one shot of 803.95 points of energy damage) to be killed *because of the one shot code.*

Note I have the combat attributes window up. I SK'd her to get her to the zone, then dropped team and let her take a swing at the *single* Rikti Headman Gunman I kept around there. They do *one* hit of damage with their rifle - energy only.
See the amount of damage?
See her hit points?
See that she had to get hit with TWO attacks for this enemy, 35 levels or so above her, doing more than three times her hit points in damage, to kill her? That is the result of the one shot code.
If I hadn't killed the mezmerist from the first one (since I wanted to isolate an enemy doing a single damage type,) he would have killed her in one attack... one attack that does two "hits" of damage, one energy, one lethal.
If you don't believe that, and want to insist there's "no one shot code," make a level 1 *anything* on Pinnacle and I'll set it up so you get hit with the same thing. You'll see you require two single-damage-type attacks to be killed, even if the attacks hit for more damage than you have HP. -
Head to the developer section, Jay's costume request thread. Yes, it's long. Yes, he does read it.
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Quote:It was a draw. Or a payoff.Isnt Cole one incarnate and was able to handle the hami by himself?

Prediction for the future:
We will nobly save more downtrodden, oddly designed and maddningly inefficient warehouses from the diabolical intents of random gangs, international covert organizations and interdimensional tour guides, then turn around and do it again, only to find the warehouse interior has turned, shockingly, into a cave system in the last ten seconds. This, surely, explains loading screens - not a hinderance, but a safety feature meant to keep your character - however strong or durable they may be - from becoming one with collapsing industrial storage structures. -
I want to say instance wide. I can't think of a time I've had it not be since SSK was introduced. However, that's purely anecdotal.
Edit: Testing's saying otherwise - working my way in from the "long way" on IP, I'm down to a mile and seeing no XP on a teamed character. Nothing 'til I'm within 100 yards. (Could've sworn I'd been farther away at times, though.) -
Quote:Just as a side note - Tom's Hardware just did a piece on several $50 (or slightly under) cases. Not all bad (though one was just horrid.)Budget case: Think of the line from Crocodile Dundee about eating snakes and scorpions. "Yeah, you can eat it, but it tastes like ****!"
This is pretty much the situation with cheapo cases. Sure you can mount a system in there. Sharp edges, bad fit and finish making everything feel (or even BE) slipshod.
That said - running in a CM 690 here, and quite happy with it. (Can throw my parts "wish list" up - comes in under $1000 currently.... once the list saves as public.) -
OK, thanks. That makes more sense - if nothing else, from the "SG site" angle being able to use that information. I hadn't thought of that. (I am, however, still wary of "send email from outside the game.")
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Quote:With what they tried with the vault, it impacted server performance *badly.* Between that and a bit of feature creep, they decided IF they'd do it,t hey'd have to start from scratch.Oh yeah... the vault. Still disappointed it never came to be, though wasn't thrilled with the "friends" list social network part. Best I can figure-- and this is only a guess-- the Vault was announced and even demo'ed before the NCSoft buyout from Cryptic... and the vault bears very similar featuresets to what we see in CO's site-- character profiles, item wikis, an app that lets you access ingame mail, etc. I'm wondering if something wasn't included in the buyout, and redeveloping from scratch wasn't a viable option...
Just going over your list, though...
... ugh. I can just imagine the spammers finding a way to get into and abuse this.Quote:EDIT: My preferred list, for both web/mobile. No particular order:
1) send email to ingame players
See 1. (And... why would you need to do that when not in game?)Quote:3) supergroup/coalition chat, (IIRC, EQ2 offered that at one time via web app, but was buggy)
They don't even do that on one website.... "See ZAM here! See MMORPG here! See the site here! Hey, Twitter!"Quote:5) Feeds of CoH announcements, dev & community trackers.
With plenty of "Don't show info," tyvm.... Don't want my social details exposed, for instance. I don't even give out a global very often.Quote:6) Character profiles, complete with picture & bio (optional build details, optional social details, optional souvineer list, badge list, etc.
... this is also one that makes me go "Huh? why?" My characters aren't leveling when I'm not playing, and why would I need an RSS feed that @someotherguy has reached level 17?Quote:7) Optional character RSS feeds that track notable events (dinging, badge earning, etc)
Seriously curious at the reasoning for some of the stuff on your list. -
Quote:Which is why I suggested a sliding scale based on time unsubscribed & character level (and a flat out no-limit on trials that haven't been taken up).
I've never been convinced by the sub-level-six 'purge' rule, since I've deleted many characters that I got to 10 or so because I finally decided I didn't like the name; sure there may be lots more unused characters at that level - but the ones with names that people might actually want to use are going to be higher - based on my own experience, YMMV of course.
The first "Purge" was level 35 and under. The current rules were set on the results of that purge - that's where they got the "under level 6."
That said, a few things *have* changed - such as trials being restricted to level 14, where they weren't before. Plus quite a bit has changed since the last purge.
- Run the script twice a year.
- The script remains the same for any accounts under, say, 4 years.
- Any accounts without global names, send an email to the email on the account asking if they want to keep their names. (Names over 35 are already safe, as those under would already have been freed up by the first script run.) Any that do not respond within 90 days, all names are freed up. (Note they don't need to resub, just say "yes." Yes, it's manual labor. Provide a link so they can change their mind and set the names to freed manually at any time. This should be a one-time addition.)
- Expired trial accounts over 3 months old that have not been converted have everything freed.
(Note, I'm not agreeing to this out of any personal difficulty coming up with names. I can generally get the ones I come up with.) -
Quote:Late teens tend to be the worst, if any point.I'm a little baffled at this. You don't find yourself relying on it much, so how often do you actually hit the situation where you need it and don't have it? It has a 3 minute recharge base; A TO shaves off about 12 seconds, a DO twice that.
That said, I'm not against making it more available for others. It really doesn't make much sense to be "too tired to rest." -
Well, my 50 Stalker is probably staying Rogue. It fits her backstory - she's already gotten her revenge, gotten her memory back, and found that villainside doesn't really fit where she wants to go.... especially after she made a promise to an alternate-universe her's parents (where she, herself, was never coming off life support - or regaining consciousness.) She wants to redeem herself by helping in both the Isles and being accepted in Paragon.
Then there's my bots/pain MM. After barely surviving an attack while in a program (similar to "doctors without borders - volunteering to go where there's otherwise little to no medical care,) she tried to find a way to balance protecting herself with "do no harm," and figured modifying her robotic surgical assistants to defend and protect her still meant *she* wasn't doing any harm. Though it gives, for her, new meaning to "Sterilize the area." -
Quote:/this. (And that any assumption that "the good names" would be freed up is just that, an assumption.)Well, we're all working under the assumption that there IS a large number of names that will be freed by this. The devs noted that previous name purges had little effect on name availability. That's why they were stopped.
Heck, for all we know cross-server name parking could be a much larger obstruction.
That said, I'm completely in agreement that, if a trial account hasn't changed to a full sub within 90 days or so, its names get freed. We know flags get put in place that stop getting past level 14, 50,000 inf and the like - whether those flags can be seen and scripted for, though...
I know, for instance, that it's been at least 1000 days since the script was run. I can say this for a fact. Why?
Go to Pinnacle. Try to make a character called That Guy With Bots (or just check the name.) It's a character on a temp/trial account which was made for filler when they were about to give a one time prestige grant for every member in the SG, years ago. (It's an easy name to remember and check, which is why I keep it around. If it ever becomes available, I know the script was run.) -
Team Teleport is quite useful, TYVM.
As for zone teleport, where does it teleport you to? And if it's to just one specific spot, why bother with a power pick when you can just use a SG's teleporters, the BM/WW teleporters and the like? -
Quote:Typically no (depending on what range you stop qualifying someone as a "lowbie.") And TBH I don't find myself relying on rest that much - but the times it does come up needed and isn't there, well...I hate to ask this, but are any of you running on higher difficulty levels on your solo lowbies?
Because running +0/x1, I tend to need to rest maybe... once a mission or so. It takes me doing something really risky for me to need rest before it recharges on its own, and I also have a habit of tossing recharge TOs/DOs into it as I level just in case.
I mean, with basic power discipline, inspirations, and the boosts we get for levelling now.. Keeping my health and endurance in the 'I can work with this' range isn't that hard, and trying to keep them topped off seems like... a lot of work for little.
Rest's usefulness tends to fade more in the upper levels (being an "after a particularly hard fight" power) thanks to more powerful End reduction and Endmod IOs, the availability of powers such as Stamina, Powersink variants and Fast Recovery as well as team powers such as Speed Boost, AM (I know, rad gets it early,) Transferrence and the like. It's already got a sort of designed obsolescence. Plus, threads come up about - what, once every four months? - about how "Stamina shouldn't be needed." Aside from the fact that it tends not to be, having constantly (or near constantly) available Rest would give those people more options. -
And in another NCSoft title that features flying, they're a recent addition for a variety of content. Good or bad, not sure, never ran them.
Alternatively, the tip missions have become doilies. Little lace doilies. Potentially lace doilies of evil, depending on which way you're taking your character... and I don't think anyone's heard of a heroic doily. -
Soft Cap:

Hard Cap:

Alternately, listen to silverado. -
Quote:Wasn't for me. Tried releasing, they just stood there (they were neutral coming in, IIRC, but still showed in the pet window - figure that one out.) Resummons failed, as the pets were still there.I've seen that bug a few times, but it didn't stop me from resummoning. It just turns the existing pets neutral, but allows you to summon new ones like normal.
(And as far as the text command - will have to try it whenever it happens again, my normal pet dismiss bind is lctrl+decimal petcom_all Dismiss.) -
Quote:Go watch Grave of the Fireflies.WTF?
And Also this thread was gor the one piece fans. If u don't like that stop posting. this isnt a place for you to talk.
lrn2rid
k thanx
The execution of the animation, acting, etc. is what I severely dislike about OP. Given I've heard decent things about the storyline, the horrid way it was executed only irritates me that much more. It's the animation version of nails on the chalkboard to me. (The flip side, nice animation with a crap storyline, I can just happily ignore.)
I have exactly one problem with DBZ. That's wasting five episodes in a row floating, glowing and screaming before launching an attack. Maybe not my favourite series, but if they'd speed up the "I'm getting SUPERGLOWYAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHH HHHHHHHHHHHH!" parts I'd have sat through it. (The same problem with Robert Jordan's Wheel of Time books. 1000 pages and someone's just made it to the other side of the hallway.... fortunately the new fill-in author has picked up the pace, closer to the earlier books.)Quote:Originally Posted by NinjaPirateThere's a lot of anime geeks here that consider anything DBZ or One Piece or the like to be garbage, fit only for young children. They're Serious People.
