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I do agree with that. You will find it for any game out there. There are literally legions of disaffected former WoW players, for instance. Not every game is going to be every player's cup of tea, even those with a very broad appeal.
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Quote:Funny thing is, aside from the repetitive maps from the same few core tilesets, the rest of those things are also things that people love about this game. Minimal spawn camping, low impact of kill-stealing, no ninja looters, no boring endgame raids (many of which are also instanced and run so often that they would make you long for the simple variety of warehouse layouts that we get within just that one tileset) that you have to do to keep up, and no looking just like everyone else because you all do the same instances for the same gear.I'll let you in on a little secret: there are a lot of people who don't like CoH/V. They tried it, they played it, they got sick of the lvl grind and / or constantly seeing the same maps in their instanced missions. Some players hate that CoH/V is so instance dependent; others hate the lack of visible loot, or the lack of an endgame they consider worthwhile. EQ / DAOC players of the time felt that CoH/V was too light and breezy, that it lacked substance.
All of those were design choices that were made for a reason, and changing course would likely not draw in new players, and only serve to alienate those already here. This illustrates something that we see all the time here, people have differing tastes about what they want in this game. Power color changing has probably been the most-requested feature for this game, but for those who didn't really care about it, it was a "waste of developer time". You see the same arguments about power proliferation, user-generated content, and probably pretty much any other feature in this game. Game development really is a no-win situation. -
If the badge for defeating 5th Column was called Holocaust or Zyklon B, it would be offensive. I don't think anyone but Axis sympathizers could find any fault with an Axis-themed group that gets the stuffing beaten out of them on a daily basis. As for Malta Titan badges, please tell me where a group of innocents were killed for being falsely accused of being robots.
You fail at analogies. -
In fact, they have essentially inverted them. Spirits, Vamps and Wolves were spawning much more regularly than ever before for me. I got those three badges and was actually waiting for the Zombies and Witches, which is a complete reversal from how it used to work.
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Quote:The Eastern time zone actually has it the best of the American time zones for this, though. Think of the West Coasters. This is entirely during normal work hours for them, ending at 5 PM. At least East Coasters will have it up until 8 PM.This is not a whine as such but why so short of a test. Some of us (I'm Speaking for the East Coasters) who have jobs, family's or other responsibilities till late afternoon will get very little time with the event if any.
Unless they are planning another test after this one, it seems to be mighty short for finding problems. Something along the lines of last years CoT ghost debacle comes to mind. Especially since it seems they are adding some new things to the mix, which is deeply appreciated.
I guess I'm asking would it hurt terribly to leave it going for the weekend? It seems to me that a lot more feedback would be available to the devs.
2 cents and all that...
My only worry is that the focus on the new stuff doesn't overwhelm bug reports about how the old stuff functions, like it did with the Ghosts last year. Hopefully, there will be time between testing new stuff for some of us to check door spawns. -
Block of Ice is also making them sway like they're stunned rather than freeze like they're held.
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Quote:Sure, they can remove them, right after they remove them from everyone who soft-loaded before that was removed, everyone who spawned an O-portal when they would draw away aggro before that was removed, everyone who started with a dead teammate for Vengeance-bait before that was removed, and everyone who has ever been carried through it while they are at it.Is anything going to be done to rectify this mistake? ...
It use to be that haveing the Master's badge was a symbol of a difficult hard earned accomplishment. But since this bug, there are thousands of toons that have it (earned the bug'd way). And really lessens the status and cheapens the accomplishment altogether.
With all of the ways that people have been able to game these badges, they've never been that great of a symbol, and I've personally never made an assumption about anyone who had it if I didn't know them personally. -
Quote:It's empirical observation. I noted that I was having a really tough time with the Rikti in an invasion in Galaxy when I was level 4. I just wasn't taking much of his health per hit. I looked at what my damage was, and saw that it was the same as I was doing to even-con mobs, then I checked his hit points and wrote the number down. I didn't have to look far for what level they were native to, since I had suspected when noting the high number that they were using level 30 hit points, as that is the minimum level that Rikti spawn. Sure enough, a quick look at some level 30 mobs showed the same hit points as invading Rikti have. The bombs and heavies are even worse, at native level 50 hit points. I haven't done a similar measurement for zombies, so I can't tell you what their hit point base is.OTOH, I've never had problems defeating Zombies that use the same code in the Halloween events using my low level characters, besides their Toxic damage. Is there empirical data on this matter, or is this just based upon subjective observations? I tried looking up this topic in the Paragon Wiki, without much success.
Edited to add: It's even simpler than that, really. If you get a recipe from an invasion mob, note the level. That is the native level of that mob. -
Quote:It isn't that they resist damage, it's that they have a native level despite having no visible level. That code basically says that you do as much damage to it as you would do to an even-con of the same rank. Problem being that a level 5 doing the same numerical damage to something that has level 30 or level 50 hit points as they do to a level 5 is struggling to whittle it down. If they somehow made it so that you did the same proportion of the total hit points instead, the disparity would only be in how much enhancement the level 5 has compared to a level 30 or level 50. That would even out the offense side of the no level mob code to what the defensive side of it is, but I doubt it would be easy to do.I really hope they don't extend the use of the invasion code. It's fine for free for alls with dozens of heroes or villains in the same place, but if you've ever fought an invasion event rikti or zombie solo with a low level character you'll know they are 'even-con' in name only, being far more resistant to your damage than a genuine equivalent level enemy of the same rank.
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So, are you going to call everyone who runs at any setting other than +0 on a TF/SF now an exploiter? The same logic that you're using here applies there, given the patch notes and the explanation that we've heard up to now. Do you really want to go there?
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I've soloed Blechley on every AT villain-side with just the little 8 Insp tray you have prior to level 10.
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I don't really think that mez protection should be distributed out to more ATs. I would, however, like it if Defenders and Corruptors got some kind of universal proactive or reactive mez solution across the AT. Debuffs can be good solutions, but a number of the more potent ones are toggle-based, and will shut off when that first mez lands, leaving you undefended.
Mez solutions that aren't mez protection include the free use of your tier 1 and 2 Primaries and tier 1 Secondary on a Blaster under new Defiance, Mastermind pets that continue to fight and draw aggro from the Mastermind when the Mastermind is mezzed, or even the simple mez them first option that all Controllers and Dominators have available among their Primary set powers.
Some Defenders and Corruptors have mezzes in their attack sets, but not all do. Likewise, some Defenders and Corruptors have have genuine mez protection or a click debuff that matters in their buff/debuff sets, but not all do. I'm not sure what form an AT-wide mez solution should take for either, but it would be a nice thing to have, since the other ATs have a solution to the problem mezzer among the foes that they are facing. It's far from being a deal-breaker, since I really like playing Defenders, even as they are, but it just doesn't feel right to me that those 2 ATs don't have some kind of built-in solution to mez that is available to all combos within the AT.
Just my take on this topic. -
Only Dr. V, Maestro, the Envoy and Terra out of those will scale up to AV.
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Adding to this, some missions also seem to have certain mobs that will spawn below the mission level, specifically the Spelunker badge mission, which, at settings like houtex described, will spawn at least some -2 Minions. There are others in the lower level ranges, but I can't recall which off the top of my head. I've always assumed that those were supposed to happen to make you feel tougher, but it's just as possible that they are bugged, and in need of a clean-up pass done to get them to spawn within the normal rules.
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Quote:Exactly right. It was changed in the February 1, 2005 patch, although the notes didn't say so. I believe that this was also when Hard Boiled became Heroic.Good call, but I think it was a bit later than that, actually. Not much later though. January 4 was Issue 3, right? After the big boss boost in Issue 3, there was much complaining. Statesman had been under the impression that bosses weren't all that common in missions. We pointed out to him that bosses were indeed quite common, even when playing solo. So he not only repealed the boss boost, he also instituted the feature that downgrades the bosses to lieutenants when soloing on the lowest difficulty level. I can't remember how fast after Issue 3's launch that happened, but it seemed fairly quick to me.
And yes, PK, Bone Daddies and Damned can still hit pretty hard even as lieutenants. At least the Bone Daddies don't have Shadow Maul, like they did way back when. -
All old links from the previous forums come up dead. New link to that post is here.
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The one that scoops down to show off the... uh, tailbone? I'm pretty sure that's Excess. Aptly-named, if you ask me.
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Yeah, the only way I've kept a crafted item is when transferring to Test. I've never transferred across live servers, but I'd imagine it works the same, since you don't go through a quit dialog.
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I miss the Enchiladas of Joule. Those were the best!
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I can't help but wonder if this thread prompted this announcement. I mean, I make a post about a new vet power I've found that I've never heard of before, and less than 12 hours later an official announcement goes up confirming it?
Sure the power's icon has been uploaded to ParagonWiki since March, but I'd never heard of it, and judging by the reactions in this thread and the other, neither had most of the forumgoers.
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Outlook is doubtful, considering that this was posted by Mod 8 almost 18 hours before that. -
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Ya know, I remember pitching this as a vet reward back when I first found out we had a console command to do it. I still think it's a nifty idea. Great for unfettering the shadow shard maps, which are impractical to uncover by hand...great for revealing the sewers or abandoned sewers for a new character.
Nothing mind blowing, but still neat and handy in some situations. Kinda glad to see it finally going in.
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It will be invaluable in the Chantry (I think, maybe it's Cascade Archipelago) if, and only if, it circumvents that bug that automatically refills the bottom third of the map, no matter how many times you clear it. -
They didn't say that it would end at 60 months. When it was first announced, I believe it was Positron that said that they already had them planned out for 5 years, but there was no implication that the system would end at that point.
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If memory serves, even the straight control powers in Mind are non-positional, as is Deceive. As such, any mob with those abilities, or ones based off of them, are probably the same. The only ones that I can think of that are added to the list of standard mobs with that are Succubi, specifically their Confuse/Deceive clone, Come Hither.