Memphis_Bill

Forum Cartel
  • Posts

    10557
  • Joined

  1. Congrats, both of you. Too old for the puppy, I'm more like this:


    But the sentiment is the same.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Foolish carbon based construct.

    Nothing is true. Everything is permitted
    Oh? In that case...

    *reprograms Techbot from a machine of death and destruction to a machine of smoothies and ice cream.*
  3. Quote:
    Originally Posted by GATE-keeper View Post
    Are the SSA's considered "solo incarnate content"?
    It was specifically said by Posi during one of the ustreams that, no, they are not.
  4. Quote:
    Originally Posted by SailorET View Post
    I was thinking Phone Number of the Well.
    Eh, as long as it doesn't lead to Meet the Parents Of The Well.

    - and, really... c'mon... *some* non-trial-Incarnate path? I know we had the marketingspeak noncommittal looking into possibly talking with someone over the water cooler about maybe forming a committee to consider a focus group which might sometime mention a discussion over the possibility of a small team/solo incarnate path, but having one *really* would be appreciated. We've got a pile of trials now. Can we maybe, possibly start looking at something else?
  5. Topmost sticky in the virtue forum, if it's what I think you're talking about.
  6. Quote:
    Originally Posted by Lothic View Post
    I'm not sure this news means people should stop earning Incarnate salvage. If anything this news means we should start hording any salvage we do get to be ready to spend it wisely once we know what the new options are.
    /bets they forgot to mention new "Upper Incarnate" salvage types.
  7. Quote:
    Originally Posted by TrueGentleman View Post
    Dibs on the name Goldfishfinger!
    And his sidekick, Custard?
  8. Memphis_Bill

    Maneuvers FX?

    Doesn't bug me in the slightest, but I wouldn't argue with a "No FX" option.

    That said, this should probably be down in suggestions.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    But isn't facing overwhelming odds one of the things we like about our favorite super heroes? Sure they get their butts kicked but they persevere. And isn't it just like a nemesis to try and distract the hero while signalling for help to jump him from behind when he's talking and not paying attention?

    I don't know, maybe I'm nuts for looking at the ambushes as an immersive tool that brings my characters more to life.
    Do note that while this is a comic-book based (or inspired) GAME, it is not, in fact, a comic BOOK.

    In a comic book, the authors will throw a ton of baddies at HeroPerson and specifically craft how the fight goes. Does he need to fight his (or her, but I'm going to stick with his for this) way through to show he's a badass? Does he need to get beaten down to be dragged in front of EvilDude for a tacky monologue? Does he need to get killed as a directive of Marketing so he can be brought back ten issues later? He will.

    A *Game,* however, doesn't have a reader - it has *players.* People who they need to keep around to continue making money from so they stay in business. One way to NOT do that is to take things to extremes and irritate the LIVING HELL out of their players.

    See, if I *wanted* to wade into the middle of a ton of bad guys, I would. I'd set my difficulty that high on the appropriate characters, made sure I had inspirations, and go to town. I do not want that choice made FOR me, though, by way of ridiculous numbers of ambushes. Nor, frankly, do I want it made for my by "helper" NPCs who aggro anything in a mile radius instead of getting their collective rear in gear and following me to whatever they're supposed to go to. My character is not scripted for "we'll have this happen for this outcome." It is *played.* By *me.* For *Entertainment.*

    If I wanted annoyance, I'd move back in with my ex, not log in to COH.
  10. Quote:
    Originally Posted by Necrotech_Master View Post
    the ambushs were pretty awful till i realized they were A) easy to avoid and B) your given a bunch of invincible allies that also help fight with you, so if you avoid the ambush you can let them do most of the work
    If I want to sit and watch others do things, I'll rent a movie, not log into COH. (Much the same reason I mostly stopped playing my Bots/FF mastermind.)

    Quote:
    Originally Posted by forbin project
    Funny how people get upset at ambushes but aren't the least bit bothered by being able to lay the smack down on some baddies within plain sight of other bad guys and they never sound an alarm.
    Funny how you make assumptions like that.

    Quote:
    Originally Posted by GreenFlame
    It make the Mission more Harder, which I like, I think it's not a bad idea, just prepare yourself before saving someone or clicking that glowie.
    No, it doesn't make the mission "more harder," [sic] it makes the mission "more annoying." Much like the one where I didn't get to leave the entrance for a solid 5 minutes or so because of ambush after ambush after ambush after ambush rolling in - while burning through my rather limited set of inspirations, because there was zero time to rest.
  11. Quote:
    Originally Posted by Lazarillo View Post
    Does this make Katie, like, the Praetorian version of Percy Winkley?
    Nah. Praetorian Percy's even more of a knucklehead.
  12. Quote:
    Originally Posted by Hyperstrike View Post
    I'd like to add one more.

    The Endless Ambush.

    The graveyard mission from Blind Makwa is a an example of this one. Basically the ambushes keep coming and coming and coming.
    Ugh. /agreed.
    Just did that one last night - I'm assuming it's the "set up four spirit wards" one. There are two details that make that mission *even more* irritating:

    1. The ambushes don't seem to trigger on the defeat of the spirits, but the defeat of the last *host* in a group - and they die quickly, so the ambush shows up while you're still fighting the group, and

    2. The "helper" NPCs... with aggro range of about twenty miles. I could have finished that mission in a tenth of the time if not for them aggroing a secondary group (and triggering more ambushes) somewhere way behind or off to the side of me instead of sticking WITH me. Two words - Defensive Follow.
  13. Going to direct you down to the Archetypes forums - specifically the Tank forum. You'll probably end up wanting to use dual builds (which unlock at 10) depending on the advice you get there.
  14. Quote:
    Originally Posted by Lothic View Post
    Obviously it's irksome if you want to unlock all these things on dozens of characters...
    *looks at the - not updated for I21 characters - COH titan listing*

    Quote:
    My Account Overview

    General Information

    Character Statistics
    Total Characters 302
  15. Quote:
    Originally Posted by Rajani Isa View Post
    Also, the "hardcore" people most able to help you with Linux stuff is in the "Gameplay and Technical Issues" forum. At least one person that, as I recall, has been workinghard at getting Linux/CoH to work is Se Jaist - havent seen a post recently in here but he has always been more of a G&T issue forumite.
    That's Je Saist, just so it doesn't confuse him if he searches.

    For the OP, no, the launcher does not work in WINE (etc,) but someone came up with a script (and a few dependancies) which will update and launch the game.
  16. Quote:
    Originally Posted by OminousVoice View Post
    Your analogy of badges to costume parts isn't entirely fair. For example the vast majority of badge titles, whilst cosmetic, have very low visibility, in that they're not widely known.
    How many really know about costume unlocks?
    Quote:
    Nor are they intrinsic to character concepts as costume parts are.
    Says who? Why should my character have to wait to be called "Archmage," for instance? Or "Unveiler?" That can be as important to a concept as having a Roman codpiece or whatnot.
    Quote:
    Those that have any "status" tend to be the accolade badges, many of which provide tangible gameplay bonuses. Those gameplay bonuses are bound per character, as they should be, just as any badge being earned by the achievements of that single character.
    Thus my note about "Move power bonuses out of the badges," specifically to avoid that.

    Quote:
    Costume pieces have no effect on gameplay whatsoever, as has been stated vehemently in this thread. They also have much higher visibility and are often intrinsic to concept.
    And again, I'd argue the title from a badge can be *just* as important to a concept as a costume piece. It is something I've gone out of my way to get for specific characters... just like "grinding" enemies for a costume piece for some people.

    Quote:
    So I suggest another compromise. As I opined previously, costume unlocks should be global. So you run the ITF/grind Rulaaru bosses and unlock the costume parts globally, but the associated badge is awarded per character.

    You still have to earn those costume parts, but only once.
    I actually don't mind this, believe it or not.
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    Now, combat missions with non-combat elements in them, that I can get behind, but entire instances that don't involve combat? Put it this way - I don't play City of Heroes to NOT fight things.
    ... so... you'd use the choice mechanic mentioned above to pick the combat option. So it wouldn't affect you other than adding a click.
  18. Quote:
    Originally Posted by Coyote_Seven View Post
    Hello again, mister Slippery Slope! How I missed you since yesterday.
    So you have no answer? Is one sign of achievement less worthy of being up for sale than another? After all, it offers up more paths for the same thing, and weren't you just saying how you were all for that?

    Again, given the same arguments can be made for having them available, why aren't you jumping up and down going "Yes, put those in the store too, NOW!" like you are with costumes?

    Or do you just want to show your - what was your phrase, "Righteous Indignation?"

    By the way, "Slippery slope" would be saying "if this happens, then that happens." I did not do so. I asked if those who think it's OK to move one achievement to the store (the roman pieces) are fine with doing it to another, and if not, why not. Do try to use the phrase correctly.

    We've already gotten one "Sure, do it" from Tenzhi, but I'm still fairly sure he hates the game.
  19. Quote:
    Originally Posted by Coyote_Seven View Post
    If you are, then you're doing in a very funny way. The solution is rather easy: Make the costumes available on the market and continue to have them be unlockable via the ITF. The people who will be miffed at this will be few, compared to the majority of the playerbase (presumably you and EG, and... who else?).
    I'm afraid you're the one doing it in a "funny way."

    My way preserves an award for those who want the feeling of achievement by unlocking, while presenting those who want it from level 1 a way of getting the same theme. Both get what they want.

    Your way sacrifices one play style for another.

    Quote:
    Why are you arguing against me? I'm always an advocate for freedom of choice,
    Then why are you depreciating another's choice?
    Quote:
    Like I've got the time to go around and check each and every post either of you have made over the last few years. I don't recall ever responding to either of you before, though I have argued with a lot of people on this board in the past. All I know about you and EG are the words you've written in this thread.
    So don't make assumptions.

    Quote:
    Wrapping yourself up in a banner of righteous indignation actually does nothing to either bolster or endear your point of view. Though I'm sure it might sway some people, such an appeal to others' emotions is merely fallacious at best, and deceitful at worst.
    That's not indignation, that's pointing out how foolish it is of you to make assumptions.

    Quote:
    Soooo... when the Roman costume bits are eventually made available on the market, are you going to start complaining about it this vociferously?
    Nope. Just going to shrug and go on about my business. Not sure why you insist on villifying people. Though, again - look, you, assuming.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    I really didn't think there was room for argument here.

    I say put the pieces on the Market, price them as a full costume set and let people decide what they want to buy.

    Put it this way - I'd buy them.
    Are you fine, then, with doing the same thing for badges?

    Question's open for anyone wanting to put locked costume pieces in the market.

    If not, why not? After all, some of the same arguments can be made:
    - Some are level locked.
    - Some take a lot of "grind" to get to that people don't find pleasant.
    - The titles you can use them for would be fully appropriate for a character starting at level 1, even if you can't GET them at that level, thus 'completing' a character concept.

    Fold any bonuses into level achievements instead of tying them to badges to avoid that issue.
  21. Quote:
    Originally Posted by Coyote_Seven View Post
    This is so funny, because that is exactly what I've been trying to tell you and Evil Gecko. Giving the players more choice will always appeal to a great many different types of them, and not just one. Allowing them to either get costume bits via the market or by unlocking them from inside the game is giving them more choice. More choice is good!

    So far, players such as yourself and EG represent a single type.

    Which must mean, of course, that you're muttering the words "to me" after you say the word "appeals".
    Soooo.....

    Given *I'm* arguing for a way to get a certain costume/weapon theme in the store while preserving a continuation of the theme for those that *want* the feel of achievement from unlocking it...

    Why are you arguing against me and insisting on depreciating another's play style? One which, by your OWN words, you "don't get?"

    And do tell me which "type" of playstyle EG *and* I match. He seems to go for min/maxing. I play a ton of alts and don't care. I'm not a badger (one of those "achiever" types.) I don't bother with the unlocks except (a) by accident (I run an ITF because I want to, 99% of the time, not for the costume unlocks,) or (b) the rare occasion I *do* want the pieces.

    One of the few constants on this board is that EG and I rarely, if ever, seem to agree on anything. So saying we share a play style is *humorous,* to say the least.

    Do try not to make assumptions. You don't play with me, you're not in any of my SGs, you have no *clue* what my goals, etc. are, so don't try to tell me what I'm trying to get out of the game or that it matches anyone else's goals or wants.
  22. Quote:
    Originally Posted by EvilGeko View Post
    How? I understand and even emphasize with your argument. I just don't agree with it. Why do you feel the need to make this personal?
    Because we don't agree 100%, apparently, with their position. Apparently your arguments about the status quo and mine looking for compromises are invalid and we're evil (at least you have that in your forum name.)

    I mean, c'mon, we're arguing on the same general POV. That should be scary for anyone!
  23. Quote:
    Originally Posted by Coyote_Seven View Post
    I covered this in my response to Evil Gecko. If that content can't stand up on its own without the need to lure players in with unlockable shinies, then it's that content that needs to be changed.
    And you ignored what was said in response.

    Quote:
    Eh. I see no need for something like this...
    Because you don't like it.

    Quote:
    Really, why are the concerns of these "achiever" types any more important than the ones who "want it now"?
    Pfft. Why should people have to read anything? Why are the wants/needs of the RP types more important than the "Screw the story, kill nao!" types? Why are the wants/needs of the PVPers more important than the PVE folks in PVP zones? Why bother with zones like Pocket D for Rpers? What makes the needs of base builders more important than anyone else?

    Because, dearie, there are *multiple types of players* in the game, and trying to put something in that appeals to as many different types gives you a larger player base.

    Quote:
    Even the names you use for these two types of players reveals your reverence for one and your disdain for the other.
    Why, did I call one "Idiots?"
    Quote:
    Why are these so-called "achievers" that you talk about so irate over the very idea of being able to buy goodies they had to "earn"? Sounds like a lot of butt-hurt to me, seriously.
    "Achievers," by the way, is not my name for them. It's a fairly common category, as is "Explorer."

    But, for the rest of the statement, all you're doing is proving you're not worth bothering with the rest of the conversation. Thought you were better than that. Sorry to be proven wrong.
  24. Quote:
    Originally Posted by Zombie Man View Post
    No Memphis Bill and Evil Gecko, *your* arguments are invalid and specious.

    There. I win the argument because I labeled your argument as wrong. That's how you win debates, right?
    Not sure why you lumped me in that, as I never called your arguments "invalid" and was trying to find ways of compromising so everyone would be happy.

    However, if you want the other person to just throw up their hands and say "It's pointless bothering to try to have a reasonable conversation with you," so you 'win,' well, congrats, you "win."
  25. Quote:
    Originally Posted by Calhou View Post
    2) Because Fear - as seen on Caltrops, Rain of Fire, Ignite - is an annoyance, and the current solutions (slows, immobilises or knockdowns) are fairly impractical. At a cost - again, a power pick and damage reduction - someone could use them without said 'solutions'. (Note that it's not affecting Terrorize, the much more useful 'stand in place and cower' status effect.)
    And yet terrorize lets them attack and run away. Most "fear" powers HAVE a slow, to keep them in the area of effect. Also, do you know what they're not doing while they're running away? They're not *shooting at you.* Removing that = eating a lot of incoming fire when putting a rain down.

    Quote:
    4) I'm not hating knockback sets - I'm hating those powers with wildly impractical knockbacks, in places where you wouldn't want them. Hand Clap, Lightning Clap, Peacebringers, etc.
    PB knockback is not "impractical." And, as mentioned above, knockdown (and up) is a form of knock*back.* So while you're cutting out the KB for (say) Hand Clap... well, the power itself now does nothing. Haymaker now loses the (useful) knockup. Foot stomp now loses the (useful) knockdown with nothing in return. In fact, given you'd have to take two other powers, and you've got a -damage, -fury generation on them, you're starting to *badly* hurt YOURSELF by making those fights take longer... with no mitigation via knock*down* at all. (T3 = hitting -20% damage total? Really? Worse than an even-con TO's worth?)

    Looks like a pool I'd universally skip, frankly, and advise others not to take.