Memphis_Bill

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  1. Memphis_Bill

    Noooooooo!

    Quote:
    Originally Posted by Samuel_Tow View Post
    Bill, what the hell, man? You're better than this. Why would you of all people use a sliding scale argument THAT obvious. There is a WORLD of difference between having the confidence that a story won't end on a downer ending and having no story at all. No-one said you have to have everything given to you. You have to fight for your right to party, as it were. But that fight has to amount to something. And, what's more, you can't compare a cliffhanger ending with a downer ending. They're just not the same thing.
    Yeah, the scale was a bit extreme, I admit, but after the hundredth "Oh, by the way, you win, bad guys (or good guys) gone, nobody else hurt, didn't even scratch the paint in the halls," there's no... excitement, I suppose, or development - going to the next point -
    Quote:
    As far as anime goes, even though important characters have the tendency to get cut in half a lot of the time, the story itself tends to have a clear, obvious resolution at the end. Well, unless it decides to pull an Evangelion ending and I realise I just spent 64*20 minutes wasting my time and I do my best not to punch my expensive stuff. Like I said - I'm not against drama, or even tragedy in my fiction. Hell, that's what makes fiction so good. I just want an ending that makes the whole experience worth it, and a downer ending just is not this.
    /agree on Evangelion. That was just... yeah. That said - your last sentence is the entire point, to me, of where we don't agree. I would *love* some "Guess what, sometimes things just don't work out" endings finishing up a good story arc. Or, yes, even in the middle (I disagree, obviously, with Alpha's take on the sudden-10-minute-mission. For one, it's a personal challenge to beat it, whicih I usually do and for another, there's *reason* for the overall goal of that mission to fail - whether it's by your personal defeat or the defeat of that mythical "other team."

    Quote:
    And again - are you seriously suggesting that some movies (let's go with movies) have to end in downer endings so the audience won't know what to expect? Because that's not how it works. When people go to watch a movie, they expect a decent ending that provides closure, and when they don't get it, they storm out.
    "Decent ending that provides closure" is not automatically "shiny happy ending." Jumping to TV shows, one of my favourite endings is Blackadder Goes Fourth. The series is placed in WWI, with the usual Blackadder/Baldric/rest of crew shenanagans - but it ends with the order for them to go over the top, chase across no-mans-land ... and then cuts to a shot of the flowers in Flanders Field. Alternately, though it's not the end of the series, just a character's run - Henry Blake's departure from M*A*S*H. All we have is him taking off in the helicopter to go to the airfield - then life proceeding as usual until Radar comes in and announces his plane was shot down over the Sea of Japan with no survivors.

    Now, should every - or even most - stories have this sort of ending? No, obviously not. That, in its own way, is as wearing as "Oh, don't worry about it, everyone but the bad guy comes out fine in the end" gets boring.

    re: Dragonball/DBZ - Cut out all the time someone's floating in midair, glowing and screaming "aaaaaaAAAAAAAAAAAAAAHHHHHHHH" getting an attack ready, and you'd finish the series in a week.

    Quote:
    I have never seen a story that ended on a downer ending that was actually good to read, watch or play. Ending a game on a downer ending and never releasing a sequel to fix it is just as bad as releasing a game that ends on a cliffhanger and never producing a sequel at all. And Soul Reaver slipped by the latter on the skin of its teeth.
    Then you've missed some good stories. Of course, the definition of "downer," too, can be a matter of personal taste - not just "everyone dies."

    Now, is it *rare* to have it as an ending, versus a cliffhanger (again, Empire Strikes Back?) Sure. I'd say it's probably much, much harder to write (write well, that is) than "Bad guy gone, hero gets girl/guy/whatever, everyone lives happily ever after." But that doesn't mean it should be excluded as an ending, or failure for the reason of a story should be avoided or be reason for calling that story "bad." Failure doesn't even have to be complete failure - "We won the war!" is shiny-happy-a bit naiive. "We won the war - now what about the orphans, wounded, all we need to rebuild" strikes a more realistic chord.
  2. Quote:
    Originally Posted by Zamuel View Post
    This said, a Stalker can Placate a drone from just outside its detection range. Just watch out if there's more than one drone.
    Eh, I never wasted the placate. Hit some yellows (MA/SR,) run up and hit them as I go past. Might eat a shot or two, but kept the placate ready if needed for whatever was with them.
  3. Wait a sec, wait a sec.

    The guy said "Please stop attacking us." Us, implying multiple people.

    Why did they not just turn around and attack you? Even if they're "not PVPers," if they've got the numbers, they'd likely be able to hold a single PVPer off. Or even a smallish group.

    Regardless, it is a PVP zone. You can't "accidentally" go in. They even moved the liason out of the zone so you're never forced in (of course, that was pre-mission-drop, so you wouldn't be forced in these days anyway.) If they don't want to fight as a group, don't want to touch PVP - then, yes, leave and come in at another, not-as-busy time.
  4. Quote:
    Originally Posted by PennyPA View Post
    Curious what you base this on? What specifics make you not 100% anymore?



    Such as...? Some toons solo better than others. But all toons can solo. Yeah, some missions may have a nasty ambush, mob, or EB/AV that can be a pain. But you can change diff settings to make them more managable. And you can get papers/street sweep to level up over these hard missions to make them even more easier. And at the end of the day, just use broadcast/global/etc. and ask someone, "Hey, I have a tough mission, can you help?"



    I duo a lot, what is the mess here?



    For you, you could dual build IO/SO and run the same missions (w/o completing and resetting) and give examples.

    /allofthis.

    Seriously, what's "Becoming harder to solo?" I must have completely missed the Gimp AT in my list, it's certainly not any of the existing 12. (or 14, if you want to consider VEATs 4 instead of 2 because of branching.) And I tend to lean towards support characters... all of whom can still solo. Are they killing at farmer-build speeds? No. But I don't care.

    (Preferred characters - controllers, dominators, various squishies. Most boring to me - threat-what-threat scrapper builds.)
  5. Quote:
    Originally Posted by DumpleBerry View Post
    Didn't mean to step on any toes, Bill, but I would qualify a few hundred million as being plenty "rich" enough to manage about 85% of what the game offers, even fancy IO sets. I frankenslotted IO'd my old villainous main completely out the wazoo for less than 50 million.

    If you want to achieve that last 15% of the game shenanigans, you're expected to expend at least a little effort. At least, I do.
    Which last 15% are you talking about? You can't be talking about content - it can all be done on SOs simply enough.

    Now if you're talking about "see how much you can softcap/break recharge/etc," sure - but that's nowhere close to necessary, just a personal goal or preference. Ferrari vs Focus.
  6. Memphis_Bill

    Noooooooo!

    Quote:
    Originally Posted by Samuel_Tow View Post
    That's what this comes down to. As our story arcs are to be viewed as independent standalone stories, having them end in utter failure is an exceptionally bad idea, and the Techbot pins the reason down perfectly. A story that has you fight like a devil, struggle, persevere and soldier on, only to end up telling you that even after all of that, you STILL fail... It causes me to yell at my screen and as "Well what the point of that?!?" I've watched entire movies seeing the hero struggle on, all the time thinking "OK, now he's going to turn it around. OK... Now. OK... NOW! Well any time now, sunshine!" And then they end in a stupid "you suck" ending and I'm left just staring at the credits as a realisation slowly sinks in: I just wasted two hours of my life, and for what?

    Hero dies, everything goes to ****, evil wins and... Why, exactly, did I have to sit down for two hours to see this? Evil wins by default. This isn't interesting. If I knew evil was going to win, I'd have passed on the movie and gone to watch something else. It's like the story of David vs. Goliath if Goliath had simply toyed around with David for two hours and then stepped on him. Ugh... The story of David vs. Goliath is interesting because it depicts an underdog who fights against incredible odds AND WINS! Underdogs lose to the world all the time. If we made a movie every time it happened, we wouldn't have time to sleep. A story where the strong oppress and defeat the weak is not an interesting story. It's snuff porn.

    Speaking of this, having actually seen a fair few comics of that nature (again, because I kept thinking they'd turn around before I realised the author was fulfilling his snuff fetish), I'm determined to never watch a movie, play a game or read a story that mandates a "you suck" ending in a crapsack world. This is simply never written well, because it's written either to someone's mental break down or to someone's hate fetish. If this is written well, then it's not the end of the story.

    So, no. No, thank you. I don't want to see any more stories that always give you the bad ending.
    And I've got to disagree - because if you always win in the end, what's the point? Where's the actual risk? Why not just reduce missions to "You walk in the door and everyone surrenders, here's your XP-in-a-box?" (I'm looking primarily at the game, yes, but - well, for instance, my favourite of the Star Wars trilogy (original) is the second, ending on a decidedly dark note. Now, yes, we know - even when the movies were new, we knew - that the rebels would, in the end, win somehow, just not how they'd get out of the mess they were in, how they'd get Han back (or if!) I think it's part of the appeal of anime for some, too. American cartoons, nobody's ever really hurt. Suddenly this japanese animation comes along and - what's this? A main character, killed? Not just sitting there with a lump on their forehead? Woah!

    It's part of why I like the longer arcs, too - more room to tell a story, go through highs and lows instead of trying to rush through in 5 missions or less for the sake of the "streamlined" (cut down) arc.

    Give me a good story. Let me see that no, I can't always win, or even that when I do, not everyone does - we're solving problems by fighting, after all, and there's always the risk of bystanders getting hurt, innocents in the crossfire. (And yeah, one of my early MA arcs has this - you defeat a Coralax/DE plot, but the contact knew one of the victims. Her last words to you mention going to tell a child her mother's not coming back.)

    Being invincible, always getting the perfect win and having everything go exactly my way = boring.
  7. Quote:
    Originally Posted by Tenzhi View Post
    It's too impractical to use it reactively simply because tracking who gets mezzed visually in the chaos of combat is usually impractical,
    Since when? It's never been all that difficult to do.
  8. Quote:
    Originally Posted by DumpleBerry View Post
    You failed right there. Honest to god, how can you play this game for two and a half years, have 10 level 50's, and not be rich beyond your wildest dreams? What are you doing with it?
    Excuse me?

    I'm in the same boat - I just *don't care.* Good for you if you're "rich beyond your wildest dreams." Not everyone is. First 50 ended up at about 35 million (back in I4.) Most of my others have ended up around the same, or rather end up slightly higher (40-50m) not counting the occasional good drop. I don't chase it, and generally don't care. If they took the same amount of time to level, yeah, they'd probably be richer (first 50 = 500+ hours, latest ones, 150-200.) And if I concentrated on playing those 50s more, sure, they'd have more INF... but I have more characters to work on.

    My goals (and ending INF) not being the same as yours is not "fail." If the INF I end up with @50 doesn't meet your expectations, too damn bad. Worry about yours, not mine.
  9. You have the option of spending one of two things for the IOs you want (note the specific "Want" as opposed to "Need" there.)

    Option 1: Inf.
    This, obviously, means the market.

    Option 2: Time.
    Somewhat relates to 1, as the more you play, the more INF you will make, as well as the chance - with patience - of getting recipes or components at less than the high prices you're seeing by leaving a bid on for a while. (yeah, doesn't always work, but other times it does.) Alternately - just *play.* Want that purple? Play your 50s. Want those PVP IOs? PVP. Yes, they're rare. Yes, they take time. But it doesn't cost you a single inf, and market prices mean nothing (until you sell the ones you don't want. Which, of course, gets you inf, which you can use for option 1.)
  10. Quote:
    Originally Posted by Warkupo View Post
    Fair enough, he has a different opinion on what is balanced than I do.
    It's not "opinion," it's what I'd expect to see from the dev team if they did change buffs this way, given past experience. Assumption, perhaps. Opinion is covered solely in the "no" and "it would make it less fun for me," not in the bulleted points themselves. (Yes, I know I added the "imho" at the end. That's the separator, where the opinion *starts,* with the likely rebalancing that would be done *before* it.)

    In other words:
    Expectation, based on observation: The strength of the buffs would probably drop for this "convenience."
    Opinion, added as an aside to the mention of conveneince: I don't think the idea as a whole is all that convenient.

    Edit:
    Honestly, I think they'd be less likely to adjust the powers noticably downward (in either lower effectiveness or higher cost) with your "Just make them five minutes" you mentioned later.
  11. Memphis_Bill

    Computer Upgrade

    Quote:
    Originally Posted by psycheout View Post
    Its a 2004 and was $1,200.

    what would be a rough cost estimate for a comp at or above minimum specs?
    Minimum specs? $50. You're at minimum, unless you're talking ultra mode. (Honestly. Had a system .... two systems ago, 32 bit Sempron CPU, Geforce 6800, 1.5 Gb Ram, ran "ok." The system that replaced *it* I could probably build for under $500 now, and even though it's retired - acting as my TV - it still ran COH rather well.)

    Follow the links to FatherXmas's guides, for a start. $600 and $1200. Here's the parts list (minus win7, monitor, etc.) for my current system - it was a bit cheaper with the sales I used, too. (Doesn't show the G110 keyboard added later, either.)
  12. Memphis_Bill

    PC Advice Needed

    The biggest pro of pre-built PCs isn't "part compatibility" (which, frankly, you can ensure by doing a few minutes of research - CPU "a" fits in socket "b" and the MB uses RAM type/speed "c" - all of which tends to be listed in the specs anyway,) but having a single source for tech support and warranty part replacement. Even cost isn't necessarily a given.

    Are you comfortable being your own support?
    Think you can put your own together? (Not that hard - and there are sites, well, everywhere to walk you through it. General rule 1, if the part doesn't fit, turn it around. If it still doesn't, it doesn't go there.)

    Besides, if you want good places to start - find any post by FatherXmas and go through his two builds in his signature. Parts lists handed right to you. I'm sure you can get others, too (still have the parts list from my current build as a newegg public wish list, f'rinstance.)
  13. I probably wouldn't.

    Honestly, for me the game is far *less* about the Phalanx, Arachnos, etc. Their missions are a canvas for *my* characters and what they do, after all. I don't think I'd actually find it interesting enough to sit through, barring being just small Internet movies filling in or introducing bits of plot.
  14. Quote:
    Originally Posted by Warkupo View Post
    Recently I have been playing a Mastermind a lot, and one of the changes I have noticed is that I no longer must cycle through every single pet to buff them with my Pet Buffing ability (in this case, Enchant Undead.) Instead, for a large amount of endurance, I can simply target any one of them and they all receive the effect.
    This is because masterminds had to go through that *every time* just to be ready for a mission. It'd be like stepping into a mission and having all your powers have to recharge. The henchmen are, basically, the MM's offense, defense, and a chunk of their HP, all rolled into one (or six.) Prior to the "Pets zone with you" change, other classes could deal with a door ambush right away - the MM was essentially defenseless (and offenseless.)

    Buffing's simply adding to someone's capability, not getting them up to a minimum level to be able to *do* anything.
    Quote:
    I eventually got to thinking about all the annoying defender sets that drive me crazy when playing due to the constant re-application of buffs for every single party member in my team, and how greatful I was that my mastermind no longer had to do that.

    Which of course, prompted the thinking, "Exactly why does my Defender have to do this either?"

    My proposal then is to make defender buffs that have a recharge of 2 seconds into a *very large* PbAOE's which extends out from the target it is cast upon to hit everyone nearby, and cannot hit the caster. The endurance cost should also be changed to about 45.5 to account for the increased amount of targets. 45.5 keeps it in line with the mastermind buff, and allows sets that need to cast two buffs to be able to do so without having to crash their endurance.

    Opinions?
    How about... no.

    Buffing just isn't that big a deal - and yes, I play quite a few defenders, corruptors, and controllers (don't forget, sharing buff sets.) Including, yes, FF, Thermal, Ice, and Sonic. Buffing times just don't take all that long.

    Turn those into a PBAOE, and:
    - END cost goes up, as you note.
    - I'd put money down the strength of those buffs would *drop* as part of the price for the "convenience" (which, IMHO, isn't that convenient,)
    - I can't selectively buff - or avoid buffing.
    - I can't catch people I missed for whatever reason (slow zone, AFK, out of range, etc.) on the fly.

    Quite frankly, turning these into a PBAOE buff would make me enjoy these sets *far* less.
  15. Quote:
    Originally Posted by Lemur Lad View Post
    While I love the idea of apartments, I don't think it would do a damn thing for market inflation or the Inf problems. Most of the people who farm and spend tons on IOs because they can, wouldn't stop for a second to make apartments for themselves.

    In the end, making it a large INF sink would just bum out the people who are already feeling stretched (the ones that don't farm and don't play the market).
    /this.

    I don't think I have a single character who's seen 200,000,000 inf. 100 million is rare for me until the high levels, and that's generally thanks to a nice drop I don't need (and I just put them on for, say, 5 inf, so don't point to that and claim I'm "part of the price problem.")

    Having apartments? Great. Having them "drain inf?" Hell no. There are more people out there who'd be interested in apartments than there are multi-billionaires.
  16. Memphis_Bill

    evil

    Quote:
    Originally Posted by JohnX View Post
    1) The roof tops are hard to find cause of da fog
    How to find a roof in three easy steps:
    1. Find building.
    2. Go up.
    3. When there's no longer building parts next to you, stop.


    Quote:
    2) From a distance, the banished can look like CoT since they do the same green glowing sacrificey thingy ritual.
    COT: Rooftops
    BP: Ground.


    Just sayin'. Future reference and all that.
  17. Quote:
    Originally Posted by BBQ_Pork View Post
    I'm generally against this idea.
    While this might reduce the pay-for-PL side of RMT, those freshly minted L50s are going to need $Inf to enhance with. If they are PvP characters, they are likely to want metric boatloads of $Inf to IO out with. Not having actually played the game they won't have accumulated any wealth, so where are they going to be likely to turn for thier quick wealth?
    Missions in Warburg.
    Mobs in RV.
    Player kills.
    And, it has to be admitted - twinking by the person's other characters/sg mates/etc.
  18. So, who decided to necro this? (And no, I'd rather not see intangibility removed.)
  19. Hmmm.

    1. Ready Check - Could just be done by having the teammate's name grey out with AFK status, too.

    2. Insp bar - I like it. Though "What to do when the team breaks up" is a question.

    3. Status balloons. Well, we already have people "zzz"ing. It's just a step up from that.

    4. Leadership options - I'm not so sure about giving a "Team recall" or "Team Rez" power, but a "team broadcast" that gets more attention than the chat window could be very useful.

    "Select mobs" - Yes. I have to admit I miss this from Aion when I come back to COH. You can "brand" multiple mobs (1, 2, 3, zzz, etc. to show "Attack this first, sleep/hold them" and so forth. It leads to - well, much, much less confusion.

    5. Apply to groups. YES. Again, from Aion I know how useful this can be. There, you can put out a "Group LFM," with a link in chat - and from that link, people can see the group composition and apply to join. (And no, you don't need a healer. Just people willing to listen and work together.)

    6. Searchable groups - yeah, having the leader obvious would be nice. Especially if it cuts down on someone pestering the entire team.
  20. Quote:
    Originally Posted by Fleeting Whisper View Post
    As I said in the other thread (why couldn't this be kept in the other thread...?): go the route Guild Wars took; you can make characters which start at 50, but they're restricted to the PvP zones. The only thing you get at 50 besides a badge and the ability to slot purple enhancements is more PvP. Everything else in the game can be done before level 50.
    /this.

    About the only time I've been fine with "Just let me start at 50" is regarding PVP. If they could be restricted just to PVP zones and the arena (with some sort of recourse to the market, and of course bases if raiding ever comes back,) I'd be fine with that.

    But generically "give me a 50?" No. No thanks.

    (And yes, it's good to see Power posting coherently.)
  21. Memphis_Bill

    evil

    Quote:
    Originally Posted by JohnX View Post
    You know...Assigning a mission to defeat 30 CoT in Dark Astroia is evil. I've been working on this for like 2 hours.
    How is this difficult? Look on the rooftops. Usually there in good sized groups.
  22. Now, given we have so many people with so many different ideas of what their "pain points" are, how on earth would this even work? Automatically give me bonus whatever for logging on to a VEAT? Give someone else a bonus each time they're hit with speed boost? Reward everyone for sitting through Freedom broadcast chat for an hour?

    It's one thing when you have people watching other people - watching expressions, body language and other cues that say "That person is getting frustrated, that person there isn't." An MMO just isn't going to be able to do that. Anything else ("Killed X times in Y minutes," say,) is just gameable.
  23. Quote:
    Originally Posted by The_Coming_Storm View Post
    1. How can the greater number of people not test things the way you said in the first post?
    Because the greater number of people typically *don't.* They're there to go "oooh, look!" and do a lot of talking. The focused reporting needed early on tends to get lost in the noise, and the direction of testing requested gets ignored. The difference between an early closed beta and a late closed beta, as far as what's talked about, how it's talked about and such is quite different - and even moreso when it goes from closed to open, where frankly I'd be surprised if it's seen as anything more than a stress test.
    Quote:
    2. Polls on forums can be a quick way to ask for feedback
    Sure, if you want "Do you like red or blue better?" When you need more detail, no, they aren't anywhere near as valuable.
    Quote:
    3. i16 Open Beta specifically said to /bug in game AND post it on the forums. I followed both instructions
    Again, you don't know you were the first to post about any specific bug. It might have been the first post you saw on the forums - but others may have /bugged it, plus, frankly, there were still closed betas earlier (before it was released to us - call them alphas.)
  24. The only issue the 5th coming in has caused is finding Council, as they'll fight and defeat each other. Finding Crey, even large groups, in Brickstown is about as hard as finding buildings there.
  25. Wouldn't mind it. The idea should go in Jay's Costume Request thread though, dev corner. He does read it.