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Congrats, both of you. Too old for the puppy, I'm more like this:
But the sentiment is the same. -
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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? -
Topmost sticky in the virtue forum, if it's what I think you're talking about.
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/bets they forgot to mention new "Upper Incarnate" salvage types.
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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. -
Quote:Do note that while this is a comic-book based (or inspired) GAME, it is not, in fact, a comic BOOK.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.
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. -
Quote: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.)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
Quote:Originally Posted by forbin projectFunny 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.
Quote:Originally Posted by GreenFlameIt 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. -
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Quote:Ugh. /agreed.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.
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. -
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.
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Quote:That's Je Saist, just so it doesn't confuse him if he searches.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.
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. -
Quote:How many really know about costume unlocks?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.
Quote:Nor are they intrinsic to character concepts as costume parts are.
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.
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.
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. -
... 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.
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Quote: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?Hello again, mister Slippery Slope! How I missed you since yesterday.
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. -
Quote:I'm afraid you're the one doing it in a "funny way."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?).
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,
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.
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.
Quote:Soooo... when the Roman costume bits are eventually made available on the market, are you going to start complaining about it this vociferously? -
Quote:Are you fine, then, with doing the same thing for badges?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.
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. -
Quote:Soooo.....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".
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. -
Quote: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.)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?
I mean, c'mon, we're arguing on the same general POV. That should be scary for anyone! -
Quote:And you ignored what was said in response.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.
Quote:Eh. I see no need for something like this...
Quote:Really, why are the concerns of these "achiever" types any more important than the ones who "want it now"?
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.
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.
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. -
Quote: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.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?
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." -
Quote: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.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.)
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.
Looks like a pool I'd universally skip, frankly, and advise others not to take.