Memphis_Bill

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  1. Quote:
    Originally Posted by Kirsten View Post
    That'd be hard to do...I'd be happy to settle for random generic heroes/villains as a Lore set.

    I believe the lag issue may not be related to the number of entities, but to those entities' complexity. A pre-made model is much simpler than a model with its own attached costume data, which means that it is far less laggy to have a bazillion boxed mooks than a bazillion custom critters.
    Eh, I'm not so sure about that. After all, that's one of the reasons given for masterminds being upper tier/purchased ATs. And possibly the AI involved for each.
  2. Quote:
    Originally Posted by I Burnt The Toast View Post
    This.. AND

    Issue 13 happened over 3 years ago. You will see players who have been here less than that time complain how they want Pre-Issue 13 pvp back, but what they fail to realize is that Pre-Issue 13 pvp had A LOT of problems.

    With the ever dwindling pvp population I highly doubt anything significant will ever be changed in pvp. One of the main reasons... money. There just is no financial incentive to put hundreds of hours into a system that has such a small appeal to the overall community. CoH is not that 800lb Gorilla MMO and cannot afford to put time/effort/resources into something that will not produce a financial benefit...which is why pvp and bases are left to the wayside with the occasional bone thrown at them.

    I do not fault the devs for this as they are here to keep working...and to make money...without which there would be no CoH at all.
    Honestly, for all the so-called "problems" pre-I13 supposedly had* (and that is when I did the majority of my PVPing - after all, there were people in zone to PVP *with,*) there's some now that even a reversion couldn't fix.

    From the introduction of COV and PVP, PVP was accessible. Yes, you had people that did it all the time, tweaked and tuned their builds, etc. but still, someone could just walk in the zone and at least be able to (a) expect their character to work the same, and (b) be - to varying degrees - competitive. Even, no, but the answer was pretty much given - "Get a team, PVP is geared toward teams."

    Now, there are two hurdles to overcome. One, the learning curve has gone up *dramatically* with I13. Heal decay? Travel (and regen) suppression for taking an inspiration? Teleport not working? Mez protection being mez resistance?

    Once you hit that... well, look at Neuronia's list. And one sentence needs emphasizing (admittedly I just repeated part of what was said there, in essence)
    Quote:
    There are vital signs but the more IOs they add and the more incarnates they add the steeper the climb is for a few player.
    ... I'm also going to add that, IMHO, the SSKing system (where you get powers up to 5 levels above your exemplared level) is just another "bad thing" for the lower zones (BB and Siren's) that skews things a bit too far.

    *Note, I know this list will change from person to person, as will the severity of it. But - aside from bugs and geometry holes - there's little that just teaming couldn't trivialize - and some of the binary-ness of it, well, we have that in PVE too.
  3. I'm... eh. Not really *for* just an overall sharing. (And frankly I think the "Arachnos in Atlas" bit is ridiculous. Same with Faultline, but at least there's *some* explanation for a *small* presence by the water.)

    The Isles are frankly more ridiculous... "Hey, not only is there a paramilitary organization wandering around Mercy, but they've managed to *fortify* an island inside a soverign nation they weren't invited to!" Really? Hell, why aren't they rounding up *anyone* with a beef against the US and trumpeting what's essentially an invasion, then kicking Longbow out?

    That said, there are some areas it would make sense to expand into... I'm not sure I'd say "co-op" but "shared" zones, since co-op implies some degree of shared goals. Crey's Folly is really the one that (to me) makes the most sense, since it's *right against* the Rikti War Zone (used to get to the Crash Site through it.)

    The Shard and, I suppose, Striga would also be on that (fairly short) list, to me. Anything else that sends your character into the other side's world... honestly, I'm fine with instancing.

    Start getting into a wholly shared (instead of segregated) world, and one of the next questions is "well, why don't we have full world PVP? I wouldn't let that hero/villain just walk around." (For instance.)

    ... so call it "limited support" from me.
  4. Elemental Order, under robes. From the Hero/Villain packs.
  5. Quote:
    Originally Posted by Obsecri View Post
    Actually, that quote from Back Alley Brawler makes it seem even more like they just added another "node" or "anchor" or whatever we're going by now...

    You know, I bet we look like idiots to people who really know how this stuff works
    Hey, I already admitted I don't know.

    Though I think it's less "Added" than "Used an unused one."
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    My point, though, is that Malta look good now...for standard military or real-world spec ops units.

    This is City of Heroes, where metas are dime a dozen. Does that kit look like it could stop fire, ice, energy attacks and super strength? Yes, yes, the lore and canon says they have highly advanced poly-weave McGuffin armour, but does it look the part?
    Honestly? Yes. It looks like they actually have room under all that *for* said armor - and figure that in such a world, and in such a specialized team (anti-supers) they're going to design and pay for precisely what they need and against what they'll face.

    I mean, after all, that's what armor *does.* It evolves for the threats being faced - from paper or leather armor to chain mail to plate to kevlar and ceramics. Why would it need to "look" any different in the COH universe on a fairly well funded, specialist group?
  7. Quote:
    Originally Posted by ImpulseKing View Post
    On a related note, inf is easier to earn than ever. Also it can be traded between sides and even emailed to your own global. This is relevant because you can spend inf to get prestige to boost your base.
    Unfortunately, the exchange rate stinks.
  8. Quote:
    Originally Posted by Eislor View Post
    You can track your level shift along with many other aspects of your character using Combat Attributes display. You can see how to view it at the bottom of the page.
    I should note that this will *only* tell you about the +1 Alpha shift, even if you have additional shifts, unless you're in Incarnate content. Simply because it's the only one applied at that point.

    (*also points to the signature and the combat attributes miniguide there.)
  9. Quote:
    Originally Posted by Theron_Hunter View Post
    Well, we know they can do it, they did it with tails and belts after all, right? Whether it involves "anchor points" I'm not really sure, though.
    I'm not sure that didn't use the last one.

    After all, it's the reason given, as I recall, for not having arm/leg/thigh details (apart from gloves.) Which is really the basis for what I brought up.
  10. Well, here's the thing with that - to me, of course.

    The casually dressed operatives - the guys in business suits, the Knives infiltrating somewhere - we don't really have "investigation" in the game. It would drive the "XP uber alles kill kill kill" folks crazy (which itself I would find amusing) to have to actually *root out* the Malta mole/spy, etc... but until then, it could well just be Oscar who just passed you on the street who's *actually* monitoring you.

    I mean... look at Max.
  11. EU players should note there is no guarantee of getting a war wolf of London, however.
  12. Quote:
    Originally Posted by AzureSkyCiel View Post
    On another note, while I don't COMPLETELY agree with Techbot's designs, I do find that Malta looks a bit "fat" in design respects and might need a 'leaner' look. Their jackets are ridiculously baggy compared to even what Bill's shown, and their almost Liefieldian Pouch fetish seems a bit overkill.




    Just going to link this since it's a fairly big forum breaking image.

    For once, baggy (well, "bulky" really) and lots of pouches aren't really out of place.... don't forget, the ones I showed before weren't out "in the field" but in a parade and doing calisthenics (or a dance number, not sure.) They don't have their gear, body armor, etc with them.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Bill. Bill Bill. Sadly this is no longer Issue 5 its Issue 23 and in issue 23 only new players use a +0/x1 setting.

    So you have no actual argument, and have to drop to rather pitiful personal snipes, huh.

    Quote:
    Any arguments based on that setting are essentially specious.
    Except, of course, that that's part of their baseline. Not 4x8. If they were using 4/8 as their baseline... they'd bump up spawns to be that by default.

    Quote:
    Saying that YOU can do X with Y doesn't mean that the rest of the player base or even a large portion of it can do what you can do with an AT
    I do nothing particularly special except pay attention. No billion inf builds, IO'd to the hilt. If *I* can do it, anyone should be able to, quite frankly. WIthout relying on IOs, only fighting certain enemies, etc.

    However, there's no reason to read you any longer. You have no argument, just poor assumptions. Ta ta.
  14. Quote:
    Originally Posted by Obsecri View Post
    I'm no expert on animation, but why can't it have the same anchor point as detail 1?
    You are - unless I'm misreading - asking for another to be added, as I understand it. (I make no claim to being an expert here, either.) It can't have the same point because it's a new, additional detail. (Or rather an old one being split off into its own detail.)

    Heck, it may even conflict with the current one. *shrug* I don't know. Like I said - just giving the most likely reasons I can think of why it could be problematic.
  15. Quote:
    Originally Posted by DAAOOAA View Post
    This just has to happen. I don't even know why they haven't done it already.
    I think it's:
    - Lack of anchor points
    - More time futzing around with the UI - which, as far as developers go, apparently is fairly scarce.
    - Somewhat limited appeal... unless we find other things to put in there as well.

    I don't disagree with the idea, mind you. I'm just pointing those out.

    (That and my only argument is "Ugh, I see myself spending hours fixing costumes... again" because of the changes it would probably do. But I have 300+ characters.)
  16. Quote:
    Originally Posted by Arcanaville View Post
    Would you accept the fact that this suggests one of two possibilities: the difference doesn't exist, or you aren't able to detect it?

    If so, would you concede that a reasonable test of your ability to detect significant archetype problems would be to ask if you ever detected a massive difference in reasonable ability for Blasters at any time between I5 and I11? Because blasters were buffed twice in that period, both times having been datamined to be underperforming. The last time, in the period before the I11 Defiance 2.0 buffs, the level of performance lag was considered high enough for *all* blaster powerset combinations that action was essentially mandatory for the devs.

    Did you detect that problem in I6-I11 for blasters, and did you judge it to be as bad as the actual performance of the playerbase measured it to be?
    I'm not going to say for certain anything about how I felt issues upon issues ago, at least with specific issues, other than (a) feeling Defiance 1.0 - especially how it was presented (remember Statesman's "Tell them not to heal you!") - was silly and counterproductive and *was* a problem for blasters, and (2) feeling 2.0 was, frankly, right.

    1.0 encouraged gameplay that was either too aggressive for what the AT was by people that really shouldn't have been trying to play that way - leading to far more defeats than should have been around - or far too *cautious* of gameplay because mezzing actually was still an issue - and a damage buff for getting low on health when you cannot use it (after all, we didn't have insp combining for a while) really isn't useful in the least.

    I'm going to *generally* say that yes, I felt Blasters needed "something else" at that point instead of essentially "here, go die for your buffs."

    Defiance 2.0 I feel is, for the most part, right. There are historic complaints about mezzes being too binary - and though it takes away some of the uniqueness of my Electric blasters (being able to "attack" via voltaic sentinel regardless of mez,) retaining some capability while mezzed - to me - is a step toward eroding that binary-ness overall. It gives you two attacks and a utility power which in most instances will keep a melee attacker out of the (typically higher damage) melee attack range, keeping you alive longer. (The ones that *don't* have that immob, IIRC, have something to push the attacker away.)

    The only things I see needing tweaking aren't really specific to blasters - things like agreeing Snipes need a buff, and nukes need looking at (and I will still say along with it that Judgement powers need to be toned down in non-Incarnate content at the same time.) The first, to be blaster specific, to *encourage* starting at range and working your way in. I hear so many say "I don't take snipes" and, even with current time and damage, still can't help but go "why?" The second to make sure that crash and (for most non weapon nukes) risk of being in melee range is worth it.

    If I *had* to make a change to blasters, specifically - yes, put a gun to my head and say "Do something that will probably be seen as an overall positive," I'd probably revisit the "Range is defense" bit and make it true. Your attacks give four seconds of some percent of defense (overall, ranged, melee, somewhat depending on type.) Up to a max of... oh, 15-17.5%.

    For instance, you snipe - you get ranged defense. You use your T1 and T2 blasts, hold, etc. The defense builds up. As you get to the 40' blasts, you're getting less ranged defense, more melee defense. Start using the immobilize and your melee attacks, you get more melee defense, less ranged (though still a little.) Nuke? "The air still hums with the energy you released, making you hard to target and making attacks do less damage if they do hit." Bit of a spike in defense (past that 15-17% I mentioned, maybe a 20%, but further attacks won't buff it) for 5-6 seconds... enough to combine and take some blues and keep going.

    Do I think it's needed? Absolutely not. But it would, among other things, change attitudes toward the secondaries (to varying amounts, admittedly) as far as their usefulness and maybe get some of those who dismiss them offhand to actually reexamine them.
  17. Quote:
    Originally Posted by TheShattered View Post
    I'd be up for either.

    Whilst they're at it, could they stop having them stand in the middle of the street in plain sight? With big robots behind them? Discussing their plans in public?
    It's part of a cunning plan. I mean, c'mon, would YOU take seriously someone saying "Yeah, I'm part of a secret paramilitary organization. This is our robot, bob. Say hi, Bob. Our secret plans are to..."
  18. I've got to say... malta, as it is, look like they fit the bill for what they're supposed to be. Paramilitary group not assigned to any nation. The look fits them. You've put obvious armor on them, but they look like a group with regular body armor in (or under) the jacket, etc.

    Even the color is perfectly legit - and related to what's used in a few nations. (for instance: )


    or






    And... quite honestly, I agree with Kazz about the redesign. It doesn't really add anything to the group. It's rather... meh. Sorry.
  19. Quote:
    Originally Posted by Arcanaville View Post
    True on one level, but iffy on another. Stalkers were updated in part because the devs agreed with the sentiment that they didn't bring a sufficiently unique set of tactical options to the table. That's a comparison judgment. If the archetypes were not judged against each other, I would say that 90% of all archetype-wide changes since release would not have occurred.

    There is a similar statement that there is no competition between powersets as well, which is also true to a degree and false to another degree. And 90% of all powerset changes would not have occurred as well if powersets were not in part judged on a relative basis.

    There is no absolute standard for "normal" in this game that the devs use, or even accept. Normal is judged relative to everyone else for all but a few very high level global metrics. A powerset performs well and is well designed if it performs similar to its peers and is favored by the players to very roughly the same degree, within very wide but still well-defined margins. When the devs determined that Blasters underperformed, it wasn't because their performance was lower than some minimum mark, it was because they performed slower than everyone else by more than a critical margin. Blasters can actually underperform in two ways: they can be slow, or everyone else can be fast. In both cases, according to the design rules of this game, Blasters will be judged underperforming.

    The only absolute anchor to all of this is the absolute leveling curve. If the set of all players blows that out of the water or drops below it a lot, then it can be said that everyone is overperforming or underperforming. But when that happens, we find out when the devs adjust the global leveling curves.
    While true - and stalkers are actually a fine example of when an AT as a whole DID need a change since they didn't really line up with gameplay (and I say that as someone who enjoys them - and enjoys them more now,) or Dominators with the major swing in gameplay on a non-permadom getting changed- I'm referring to direct competition.

    In other words, it sounds to me like people are trying to say it's *bad* a Blaster (for instance) can't just rush into a spawn like a brute, like at the end of the quarter the Devs are going to say "Well, Brutes finished more missions in X time than Tanks, Controllers or Blasters - they get the next new power set!" Like there's something to *lose* by taking a little more time, or not being designed to have 50 enemies dogpiling you.

    I'm being literal with that because, quite frankly, it's how some people act - that X AT is going to "lose" for taking a minute longer or something. I, with my massive altitis and running between pretty much every AT at every level, just don't see this massive difference in (reasonable) ability.
  20. I wouldn't - or wouldn't just - put the sonic resonance graphic change there. That ended up as a good year plus fight to get done. And really less a "suggestion" than "Hey, devs, this part of your game is causing *physical pain and illness* to a part of your playerbase, and those affected can't just avoid the issue by not taking the set as others can cast this on them, this should be getting at least as much attention as actual coding bugs."

    I've still got people I refuse to associate with because of their attitude toward that - either thinking triggering someone's migrane (sometimes for a few days) was "hilarious," or going on and on about how everyone complaining about it was a liar and a hypochondriac because it didn't affect *him.* (Want to seriously piss me off, tell me that while (a) it's affecting me and I've basically hurt myself ruling everything else out - note I normally don't GET affected by this sort of thing, and (b) it's making friends sick.)

    After all that, BAB had basically said "We can't change it." Which just about had me drop the sub... but the changes showed up on test in less than a month after he'd said that. I don't know what happened there, but I'm not arguing...

    Anyway, that was less a suggestion than a campaign and rather a lot of fighting. >.>
  21. Quote:
    Originally Posted by PrincessDarkstar View Post
    Yes but if 2 AT's have massive differences in difficulty then something is wrong, especially as both AT's represent the most commonly picked AT's by new players.

    Also I didn't mean easier on the player, I meant easier as in takes less damage, does it faster etc. And I only use scrappers as the point of comparison because they effectively have the same role imho.
    Why are you so obsessed with "doing it faster?" Do you win something more if you "do it faster?" No. So who effing cares if you "do it faster?"

    Takes less damage - again, learn to manage the mob.

    There is no competition between ATs.

    Quote:
    This still has the problem that if the melee attacks are good people will want to get close and use them...
    Funny, I seem to recall mobs deciding they want to try to get close and use theirs on me whether I wanted them to or not. At which point I'm glad I *have* those melee attacks.

    And who cares if someone does want to get in and use them? It's not "wrong." They should realize they're at a higher risk, depending on who, if anyone, they're working with at that point. They're not forced to use them. If all a blaster had (and I don't mean by choice) was melee attacks, with everything else the same, then yes, they'd need some serious work - work I'd expect to have seen done before the game was released, or at least LONG before issue 23. You'll note that isn't the case.

    If you feel you need more defense on a blaster in melee - bring purples or IO yourself to do so. Don't insist the AT needs changing.
  22. Quote:
    Originally Posted by PrincessDarkstar View Post

    Edit: I don't even need to see number crunching, just give me an actual example of how a specific blaster will stay alive in a certain scenario (IE: What powers will you use and what will they do), and I will show you a scrapper doing it easier (Low level doesn't really count because blasters are great until mid levels).

    And there we go again. "X at vs Y AT." It's not a competition.

    I don't care if a Scrapper "does it easier." Scrappers do pretty much *everything* easier. It's why I rarely play them - boring as hell. With a blaster, YES I need to pay attention to what's in the spawn. A mezzer? Gee, what am I attacking first, probably with my snipe? Or with the holds I have available, or whatever other tools I have to neutralize that threat instead of just ignore it and faceroll on the keyboard again?

    And the comments about blasters having useless secondaries is just foolishness at its highest. (I know it wasn't yours. Commenting here.) If you're not taking advantage of your secondary, guess what, you're going to have trouble. That goes from the T1 immobilize (remember, managing the spawn - and hey, use it while mezzed to keep something with harder hitting melee attacks from being able to close and use them) to the utilities and attacks. Again, do some have problems? Sure. (See time bomb.) But that's not the same as "having no secondaries" or "the secondaries are useless."
  23. Hmmm...

    Therra Malevola - Circle of Thorns. Blames them (as well as one of my other characters) for her existence in general.

    Hellion Keller - Pretty much any "gang" that isn't under her control - Hellions, Skulls (though factions of both are finally coming around - IE, grey go her,) Warriors, the Family, Arachnos...

    Feliney Assault/Feliney Mischief - Crey. FA was the result of experiments. FM rescued FA, but basically became a villain (rogue, now) because of it. FM would also see the Cabal as nothing more than a mystic version of Crey.

    All Khelds - will happily hunt Void mercenaries. Especially fun when a team feels they have to "protect" me or tell me to stay back - just to see me jump forward and smack the hell out of the void.

    Narcissea - Circle of Thorns, Banished Pantheon, Mu.... honestly, she's a tomb robber with an... "understanding" with the ghost of an ancient priest that tried possessing her. Anything ancient interests her, since it'll either give her more power or a quick buck.
  24. Quote:
    Originally Posted by Miladys_Knight View Post
    You will be waiting forever then since performance (and thereby whether an AT underperforms or overperforms) is a comparison of the various ATs against the PVE environment in the hands of the total player base. Taking away comparisons removes the tools required to prove (or disprove) the argument.
    Except, of course, that the wrong comparisons keep being made. "I can't play like a brute" .... well, you're not supposed to. Why do they have mez protection? Because they'd never get to 90% of the spawns in the game without it.

    Quote:
    You also appear not to have read the comparison. As the blaster player I "should" have the edge. I have more play experience, I have equivalent IOs, I have better versions of the incarnate powers, I have a higher ranged damage modifier, I have more total AoE. The blaster AT as a whole is supposed to have given up survivability for damage. In that case where is all this extra damage? Shouldn't I be completing the map MUCH quicker with the blaster?
    Not necessarily, no. And I don't care about IOs or Incarnate powers. Frankly, I think they're a bigger part of the problem with the game as a whole.

    Quote:
    The game's metric (and the devs proved that was the metric used when they introduced reward merits) is risk vs. reward.
    You haven't paid attention, then. That's not the "metric" used. They've talked a few times already about having scuttled that.


    Quote:
    That's odd. I thought the point of different ATs was to have different playstyles while having similar ability to succeed just different tools to do so.
    I do have a similar ability to succeed. I have yet to run into something any particular AT encounters and sees as impossible to finish, running base settings (no, saying "+4X8" is not base) that any other AT can. In the same time? No, but that doesn't matter.

    Quote:
    If you feel that everything else is "monkey pound keyboard" easymode then you should use the tools at your disposal, slot nothing but SOs
    ... funny, I seem to recall hearing people whine about how hard Mender Ramiel's arc is on their IO'd characters, when I've walked through just fine on SOs. And by the way, I tend to use SOs/common IOs for the majority of most of my characters lives.

    And yet I don't seem to have these surviviability issues or other complaints. Perhaps because I'm not trying to say "My blaster has to do this like a brute!" or seeing myself in "competition" with other ATs for some silly reason.

    Quote:
    I would agree with you except for one HUGE point that you are skipping. The Blaster niche - damage - HAS been given to every other AT when the devs decided that all ATs should have enough damage to solo.
    When did ATs not have enough damage to solo? Not "Solo fast enough for Miladys_Knight's taste," not "Solo fast enough to end any mission in 5 minutes," but solo? I seem to recall soloing with *every* AT all the way back in Issue 3. Was I rounding people up to pre-load the map for 6-8 people on my controller? Of course not. That doesn't matter.

    Quote:
    Since a blaster is supposed to give up every thing else for damage shouldn't the blaster be able to farm the fastest of all the ATs since farming essentially boils down to doing damage to defeat things quickly?
    No.


    Like I've said, sure there are little tweaks that can be done here and there, like on snipes and nukes (and I still feel Judgement needs to be severely dialed down in non-Incarnate content.) But that's vastly different than "the entire AT needs to be reworked." Especially when, again, the argument against it is basically "it's not X AT."
  25. Quote:
    Originally Posted by Miladys_Knight View Post
    I'm so glad you can enjoy it..... but how about we let the devs revamp the blaster AT so that most of the rest of the players in the game can enjoy them too instead of having them abandoned more often than any other AT?
    I'm waiting for a reason other than "It isn't X AT" to revamp the AT as a whole. And most of the arguments end up sounding exactly like that. I mean, hell, EG wants them to be Dominators. Some people seem to want them to be VEATs. You're busy comparing your Blaster to your wife's Brute. Well, guess what, you're not a Brute. You play differently. That's kind of the point of different ATs. Do I take longer to finish a map? Who cares? I'm managing spawns. It's how I survive as a blaster. So what if they're not "monkey pound keyboard" easymode? Not everything should be. If mezzes are so bad to you, use the tools at your disposal, team, or play a different AT.

    I swear, it seems the forums in general just want everything to be a grey AT. Everything gets the same resists, damage, damage scale, recharge. Tanks, scrappers, stalkers and brutes can get pets and major ranged AOEs from level 1. Squishiess get melee level mez protection and defenses - and what the hell, let's throw team buffs in there, too. Everyone gets Hide level stealth with bonus damage. Oh, and plenty of control, too, can't let the controllers and doms have a niche. Everyone gets controllable pets with bodyguard. Let's reduce that AT icon to the worthlessness of the origin icon. Would everyone be happy then? Because that's the direction these freaking "OMG, X AT is worthless, it needs to be revamped!" discussions go - with *every* *single* AT. (And yes, I did basically just describe the result of Incarnate powers. Part of why I don't particularly care for the system.)