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This is fun! I want to hear more whining like this. Whos with me?
NEXT PROLIFERATION REVEALED:
Heroes
Blasters: Radiation Blast, Dark Blast + Radiation Melee, Dark Melee, Traps
Controllers: Electric Control, Water Control, Sandstorm Control + Poison, Thermal Radiation
Defenders: Cold Healing + Fire Blast, Assault Rifle, Laser Beam Rifle
Scrappers: Street Fighting, Knife Fighting, Super Strength + Shield Defense
Tankers: Shield Defense, Electric Armor, Energy Aura + Electric Melee
Villains
Brutes: Pillow Armor + Sock Puppet Melee
Corruptors: Fingers Shaped Like A Gun Pretending To Blast + Trick Arrow
Dominators: Paper Clip Domination + Origami Assault (now with Paper Airplane blast!)
Masterminds: Citizen Mastermind (3 harlots, 2 cops, and 1 doctor, all of whom run away from danger when summoned) + Managed HMO Healing (10K influence co-pay per heal, power takes 30 minutes to activate, 3 day recharge, by appointment only, some injuries not covered)
Stalkers: Pie Assault, Food Fight Melee + Armour Hot Dog
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OMG. FURTHER PROOF TEH DEVS HATZORS!!11!! VILLAINS.
~MR -
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And if a villain were in, say, Atlas Park, what should happen when he gets within aggro range of a Hellion? Or more realistically, a level 25 Villain riding the sub to IP and then aggroing Family or DE. If that drops them into PvP mode, gank city. If it doesn't, it's time to killsteal.
Not to mention the group of level 50 heroes with maxed Perception that would hang out at the villain zone-in point(s) in IP and follow them around, waiting for them to go PvP.
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I really like the idea of open zones for both Villains and Heroes. Especially if there where Villain Stories added to those zones and Hero Stories added to the Villain Zones. The one thing that would kill my enthusiasm for such a thing would be PvP flagging and the occassional tell of TRN PVP on U NooB , DooL Meh !!!11!!!.
Nancy if you don't think that players will exploit this system to grief people your off your rocker. Players haveing been griefing since day one of the game. Hami Raid Griefing, PI Griefing, TPing people into spawns of Hydra and into the towers in PI. etc.
I can suspend my disbelief further to ignore the opposeing faction in these zones. If this open zone idea were to be implemented No PvP flagging should be apart of it.
~MR -
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Actually, it's been a common complaint from people who play heroes, that villains does not have the variety or the zones that hero side does or alternatives.
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As opposed to the hero players who are constantly complaining that the blue side has too many zones and can't we please get rid of a bunch and have our contacts stop forcing us to see more of the city...
(shrug)
Can't please everyone, I guess. (Oftentimes, especially on this board, it seems like you can't please anyone.)
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I don't know about this. I read the forums every day and just don't see the claim of takeing away zones hero side. What I have seen is the complaints of Why aren't zones like Dark Astoria, Boom Town, etc. Given worthwhile mission content.
I'm not going to speak for anyone else but the reason I don't play my Villains that much anymore if at all, is because of 3 reasons.
Reason #1 No new Content that is Villain only. If I can do the content with my main Hero, thats what I'm going to do. I have a Dom at 50 and a MM at 49. The percieved repetition through one forced story line is what kills my enthusiasm to ignore #2 and 3.
Reason #2 The piss poor state of the Black Market.
Reason #3 The huge amounts of framerate lag I have to endure traveling those zones. I shouldn't have to drop 1000.00 or so, on a new machine to play that side of the game smoothly.
Bottom line is if they add new Villain only mission content via new Zones. I will play more Villains to see that content. Until then my Villains are an afterthought.
~MR -
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Interestingly enough, this change makes it easier to farm Pool C's from certain TFs by being able to reduce their challenge level below a certain team size, thus preventing certain sizes/contents of spawns. Eg, under Live, it's impossible to run the LGTF without spawning bosses; with this change you can rebalance the TF to any level you want, including a team size that only spawns up to LT's.
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It does in certian circumstances but it will stop the loaded to 8 cap runs.
I still like the live version over this newer version.
~MR -
1 of the quote brackets is missing.
~MR -
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Was you trying to quote?
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Heh,
I thought the 2 lines looked interesting so I left them.
~MR -
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Instead, the only fix I'm seeing here is "OK, if you want to solo or duo TFs, we'll let you do that".
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Funny, a lot of us wanted to rush to the end of missions and Positron threw a hissy fit over it. I wonder why this form of unintended behavior is acceptable.
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Instituteing a change to curb pool C recipe faming is hardly throwing a "Hissy". It is the Pool C farmers that have been throwing the "Hissy".
I like the way it is currently on live. Why can't the minimum starting numbers for all TFs be reduced to 4-5? (obvious exceptions STF/LRSF)
~MR -
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On to the other topic of not reading PMs. I'm a paying customer and so if I send someone a polite, well thought out pm, then I actually do expect them to take five mins to read it. My 75 bucks a month does somehow contribute to salaries so....(albeit a little itty bitty part of it....but I deserve that courtesy). Ex reads PMs and responds, there's no reason Posi can't.
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He didn't read or respond to my PM about this issue either. I'm sure the content of my PM was opposite of yours.
As far as I'm concerned anything he could say in a PM was said in the thread with the explianations. Don't kid yourself into thinking that but if he only read my PM it may change his mind.
This change is here to stay. That is clear to me from what I read in that other thread. The question is wether or not minimum starting numbers for certian TFs are going to be reduced.
~MR -
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Witha big chunk of the forum dwelling player base backing it, I wonder how long it will be before the devs release the Clickey-Clack badge.
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Let's here it for the Clickey-Clack badge
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Make it the reward for defeating the (already built and walking around) Clockwork Paladin in KR, and I'm so there.
Another vote for "awesome thread."
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Perfect suggestion!
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I think that if this badge were to get in, it would be a shame that Sister Flame wouldn't be able to get it on her villain. So I would propose 500 Clockwork of any type. Do it Posi you know you want to.
I like this thread alot. It is full of win.
~MR -
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Did I tell you all I sold a Miracle for 99,100,000 redside last night?
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I have a couple of questions about this to put it into context.
Was this a crafted Miracle?
What level was it?
What did you list it for?
How many other Miracles of the same type (ie crafted or recipe) were on the market at the time of listing?
~MR -
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This game CAN tell the difference between someone thats logged off and someone thats QUIT the tf.
Therefore a better solution to softloading is to set spawn size to team size including logged off.
If someone quits the TF spawn sizes should adjust because they are not coming back.
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I wouldn't mind this.
Some how I don't think Ditzy and MonkeyB would like it.
~MR -
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OK...Here's an example of why this is a bad idea. Running Numina with 3 SG mates. That's the minimum required to run the TF (4). 1 (50) exemped Spines/Regen, 1 (38) Ill/Rad, 1 (37) Fire/Devices, and 1 (38) Grav/Kin. Not even a gimped team right?
Well we have been unable to kill Jurassik. The scrapper can't hold aggro after the Blaster open's up, the Ill/Rad is getting beat around for debuffs, heck the Grav/Kin is getting killed just for throwing heals.
Normally we would have set this mission for 1 and finished it, no harm no foul. NOW due to the fact that we don't have a Tanker to hold aggro we may not be able to finish this.
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Well that rant was all over the place.
I am not understanding how not being able to beat the AV/Monster at the end of a TF has anything to do with the issue at hand.
With that team you should be able to cruise through the spawns and Jurrassik shouldn't have given you to much problems.
Were you guys on invincible?
~MR -
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Ok, now to reply to Lady, altho Tremere has NO clue what he's talking about. Sigh.
Ok. I think to let people choose the EXACT recipe they want would probably not be to good of a thing (the market would all of a sudden be flooded with LotG's, Numina's, and Miracles) I have a slightly different way to rearrange it.
REMOVE the Single-Origin rewards. They're pointless. Replace them with recipe categories. Melee, Ranged, PBAoE, Dam Res, Def, etc..... So even if you get a recipe that doesn't sell for to much, it's still from a set you can use, hopefully.
And also it keeps things partially random so one recipes value on the market doesn't fluctuate to much, hopefully.
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I like this suggestion. Coupling this with moving several of the generally unwanted recipes from Pool C and putting them into, say, Pool A would be an improvement over the current system and would not cause any big issues that I can see.
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If they were going to implement this in some form. This is the way I would like to see it.
1st of all you would not remove any pool c recipes. You would leave them the way they are.
Upon TF/SF completion you would get a choice between these 3 categories Mez, Buff/Debuff, and Damage.
Mez would include all pool C recipes from the following
Confuse
Fear
Hold
Immobilize
Knockback
Sleep
Slow
Taunt
Stun
Buff/Debuff would include all the pool C recipes from the following
Defense
Defense Debuff
Resitance
End Mod
Flight
Heal
Leaping
Running
To Hit Buff
To Hit Debuff
Teleport
Damage would include all the pool C recipes from the following
Melee Damage
PBAOE Damage
Pet Damage
Range Damage
Sniper
Targeted AOE
This way your not gaurenteed a more sought after recipe but you have a higher chance of getting it.
What does everyone else think of this idea?
~MR -
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Do you seriously not see how a farmer could start a TF set at a minimum of 8 members, and then run the mission ad nauseum as a farm? The "fillers" don't even need to be there. All the farmer needs is one other (an alt account) to stay in the TF.
How does that not benefit farmers?
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Its going to benefit those people who want to get lots of inf and salvage drops by fighting large mobs. Granted they need to fight enemies that drop arcane to maximize salvage value. So thier choices of TFs are limited by that factor and they want to run thier farms with thier best true powers so lv restrictions will narrow that down a bit as well.
I would wager that most hero side farmers will feel more comfortable running thier Fire/Kins at lv 50 to have access to Fireball. Since thats the FoTM build right now thats the example ima use.
I have no doubt that people will still use TFs to farm for inf and drops with this change but it won't be the rampant scourge that we are being told it will be.
This change will not benefit RMTers who offer PL services at all so thats a whole other group of farmers. They will stick to thier family and behemoth farms.
At least thats how I see it.
~MR -
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The issue is at the very CORE of this change. As the Devs themselves spelled out in post one:
' We want to continue to offer good rewards based on a group accomplishment through such missions and maintaining that requirement is the reason for this change.'
Get it? They want to maintain the requirement for a group. People were doing large swathes of the TFs without groups. They don't want them to do that any more.
They apparently think that a randomly chosen Pool C recipe is a 'good reward' for obliging a whole group to go through the whole TF start to finish.
My contention is that it's NOT a 'good reward', and their logic is thus radically flawed. They've provided the change, and their reasons for it; I'm pointing out the flaw in their reasoning. So, your assertion that this belongs on the Suggestions Forum is incorrect.
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I can't really argue with this statement, because I like the idea of being able to choose your recipe alot. Part of the problem as you stated earlier is the fact that so many useless crap recipes drop from pool C.
I still think that this change was a good idea, but was implemented poorly. It still doesn't need to be rolled back though.
~MR -
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Friends and I tried to run the STF on Victory. We were short two players. I had to literally ask/beg every single 45+ person on the server before I could even find those two. And this was prime time.
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The States TF has always had a minimum start number of 8. If your team of 6 was going to have problems with regular mobs spawning for 8. Then I submit that you were going to have real problems agianst the AVs in there.
I have been on this TF when we were done in an 1-2 hours.
So this just proves that at that particular time not many people on Victory were interested in running the States TF.
~MR
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*watches the point of that part of my post fly over your head*
That's not what that was regarding. I've had similar problems with other TFs on small pop servers. It's very hard to find people. The fact that you can no longer get people to fill in those last few slots on Manticore or Shard TFs and then just drop doesn't help at all.
As said multiple times in this thread... there should have been some fundamental changes to TFs before this was put in place.
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Ah,
Useing the STF as an example to illustrate your point was a bad choice.
Useing the Doc Q. TF would have been better. I agree they need to lower the minimum number of players that is required to start most TFs, to 4. I stated so earlier in this thread. I also PMed Positron suggesting the same, he hasn't read it yet.
This would give more leeway to finish up those TFs if they suffer from some player attrition.
~MR -
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Yet another announcement that basically says nothing. Why do they insist on tormenting us with these useless things?
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Its like crumbleing up some stale crackers and throwing it into a box full of hungry mice. They wanna see you squirm and frenzy over teh skr4ps.
~MR -
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Friends and I tried to run the STF on Victory. We were short two players. I had to literally ask/beg every single 45+ person on the server before I could even find those two. And this was prime time.
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The States TF has always had a minimum start number of 8. If your team of 6 was going to have problems with regular mobs spawning for 8. Then I submit that you were going to have real problems agianst the AVs in there.
I have been on this TF when we were done in an 1-2 hours.
So this just proves that at that particular time not many people on Victory were interested in running the States TF.
~MR -
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I didn't get caught misrepresenting anything. In fact? I'll drive it home HARD in a few days.
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Concepts like truth, facts, and giveing all the relevant data to compare things agianst mean nothing to you does it?
~MR -
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Tremere is right the lack of recipes on the market is a matter of villain side player population not the TF/SF change."
Correct, but only barely.
The lack of recipes on the black market IS largely a matter of low population. As this change ages, it will become a matter of a low population AND the increased difficulty of completing TFs.
Low population will account for the lack of most recipes/salvage, but Tier C availability will necessarily be hard hit by the change, if soft loading was a major factor in SF completion (if it wasn't, why introduce the change in the first place?).
Prices will only rise, since a low number of black market transactions also lowers the amount of money funneled from the system by 'consigment fees', leaving villains with a lot of cash and nothing to spend it on.
This is without even considering the inflationary farmapalooza side effect this change has introduced... I intend to make use of it myself, tonight, to farm IO money with my AoE-focused plant dominator.
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I'm not saying that prices won't rise later. What I'm saying is the info presented was misrepresented and it was.
I still think that people will figure out that they can still get thier cap runs in about 30-40 minutes and we will see people doing that agian.
Its really going to be a few weeks before we see the full effects of this change.
~MR -
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I would like to see some of the following in city of heroes future
1. Shield Melee/defense for scrappers and tanks
2. Psychic blast/Psychic masters set for blasters.
3. Electric melee/def for tanks and scraps
4. Dual wield for blasters and defenders
5. New epic classes for heroes and villains.
6. A total rework of the regen defense set for scrappers IE. Make it so its on par with invuln and willpower, right now its sucks.
Thats some of the things I want to see and the jet pack costume piece.
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1. Me too.
2. Agreed. Its called Psychic BLAST, after all.
3. Dont we alredy have that for tanks?
4. Ummm. No. Blasters/defenders get ranges attacks primarily for a reason. The only dual wield that would work is Dual Pistols, and only for Assault Rifle, which kinda nulls that out.
5. Villains need epics before heroes get new ones.
6. Regen sucks? Thats not what Ive heard. Also, if its on par with invunerability and Willpower, why even bother with 3 powers that do the same thing, and just have one of them?
As to the jetpack as a costume piece, Id have to assume that it would be nonfunctional, which makes it kinda useless. Real jetpacks arent that hard to get.
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1. Hopefully they are already working on this.
2. Psi blast for blaster may be to powerful, but I'm not opposed to this idea.
3. No only Brutes have these but /signed to port them to hero side.
4. Dual Pistols for corruptors and blasters is said to be on the agenda.
5. agreed Villains 1st.
6. Regen is the top preformer isn't it unless Willpower has supplanted them, makeing them #2.
I want to see new Villain zones.
~MR -
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******* News Flash*********
Miracle+ recovery sells for 100 mill
Lotg+ rech sells for 100 mill
These are record prices. If you dont believe me go check the BM sales logs.
Thanks Dev's . Good job!!!!!!!!!!! I applaud you for killing the lifeblood of an already anemic BM. Way to go!!!
Less than a week with this change and its ALREADY happenning. ARGH! I had hoped to pick up a few for a piddly 60 mill and resell them later for 200 mill a pop. If you have funds on redside? Now is the time to scoop up pool C uniques and sit on them for a month.Don't delay or you will miss out. AS stated above they are already at 100 million as oppossed to 40-60.
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Proof that this change is comprised of epic failure.
Roll it back.
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Can you please provide Screenshots of the BM's UI for those 2 enhs & their sell price?
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I didn't take screenies but this has been grossly misrepresented.
1 LOTG L40 +Rech for 100 mill was sold on 2/15
I checked the rest and the prices were all like they were
Lv 50 LoTGs sold were as follows 55 mill 2/16, 51 mill 2/15, 70 mill 2/15, 60 mill 2/15, 70 mill 2/15
Miracles
1 lv 30 Miracle was sold for 80 mill on 2/9 , and for 100 mill on 2/05
1 lv 25 Miracle was sold for 11.5 mill on 2/9
lv 40 miracles 60 mill on 2/16, 55 mill on 2/12
All the rest of the miracles are in the 30-70 mill range.
There just hasn't been enough market activity to make a determination yet.
~MR
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OO really? Did you make a note of how many are currently for sale?Course you didn't. So I'll tell you...... 1 of both across all lvl ranges. Unless they sold in the last hour or if some nutcase posted more to sell. But if you think about it... why wouldnt a person post more if they can get a guaranteed 100 mil?
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Of course I did. Hardly anything is for sale and that trend isn't new and you know it.
You got caught misrepresenting your info. When I last checked it about 2 hours ago only those 2 recipes I noted had sold for 100 mill. The Miracle had sold several days before the patch was even live.
Not only that LoTG lv 50s show a trend of staying the same with 6 for sale at the time and the selling history I posted.
I also checked Numinas as well and they were going in 20-40 mill range.
Tremere is right the lack of recipes on the market is a matter of villain side player population not the TF/SF change.
~MR -
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******* News Flash*********
Miracle+ recovery sells for 100 mill
Lotg+ rech sells for 100 mill
These are record prices. If you dont believe me go check the BM sales logs.
Thanks Dev's . Good job!!!!!!!!!!! I applaud you for killing the lifeblood of an already anemic BM. Way to go!!!
Less than a week with this change and its ALREADY happenning. ARGH! I had hoped to pick up a few for a piddly 60 mill and resell them later for 200 mill a pop. If you have funds on redside? Now is the time to scoop up pool C uniques and sit on them for a month.Don't delay or you will miss out. AS stated above they are already at 100 million as oppossed to 40-60.
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Proof that this change is comprised of epic failure.
Roll it back.
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Can you please provide Screenshots of the BM's UI for those 2 enhs & their sell price?
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I didn't take screenies but this has been grossly misrepresented.
1 LOTG L40 +Rech for 100 mill was sold on 2/15
I checked the rest and the prices were all like they were
Lv 50 LoTGs sold were as follows 55 mill 2/16, 51 mill 2/15, 70 mill 2/15, 60 mill 2/15, 70 mill 2/15
Miracles
1 lv 30 Miracle was sold for 80 mill on 2/9 , and for 100 mill on 2/05
1 lv 25 Miracle was sold for 11.5 mill on 2/9
lv 40 miracles 60 mill on 2/16, 55 mill on 2/12
All the rest of the miracles are in the 30-70 mill range.
There just hasn't been enough market activity to make a determination yet.
~MR -
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Or they could target softloading TF's...and starting multiple tf's...without hurting people who'd legitimately rather not play with a PuG...
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Thats what they did with this fix, put an end to soft loading. If you don't want to PUG then make more friends or run the TF with your SG.
~MR -
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You aren't being ignored; the Devs had the Community Rep explain the situation; they're done.
If you want a direct response from Posi, PM him. I'd advise politreness if you actually want a response. But he's just going to say, "LH was confused, he got informed, he gave you the info."
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and its the weekend, I wouldn't expect any further response till Monday or Tuesday.
They may be datamineing for whatever numbers they need to make adjustments. This isn't some burger joint where you can expect your order in 2 minutes after all.
~MR