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Yeah... my group is basically defunct. Everyones free month is running out this week and only those that already had CoH accounts are renewing.
So we wont really have enough people to the CoP or base raids.
If I just quit, then I am out over 400K prestige and the infamy that I could have had instead.
If some of us just continue on all we will get is an inferior med bay and some transporters we dont really need since CoV is really easy to get around in. We would have to keep giving up personal infamy to pay the rent on something that that useful.
If base building was faster and the CoP had been operational at launch , I think more people would have continued on. Bases were one of the reasons they signed up for the game in the first place. -
The super computer is bought
Mission computer crafted.
This seemed to be the easiest badge to get. Just a team of 8.. 4 bosses, 4 lackeys doing a few missions seemed to unlock it -
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Let me ask people in the large groups 50-75 people this one question? How many of your SG mates do you know? To me, a Super Group is a collection of FRIENDS.. even if they don't like it (Wolverine and Cyclops for instance). I've been in huge guilds in other MMOs, I don't like not knowing more then half the guild and only know them as one because they have the group name under theirs.
Kyle
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kind of my sentiments... there are lower level people I never have any dealings with.
Logged on to one of my CoH toons yesterday. Within 10 minutes of logging in I got at least 5-6 SG invites.
I would not want to join a group I know nothing about. I also wouldnt want to be part of a group that would just invite anyone off the street just because they are unattached.
But thats where bases have put us. Its all about warm bodies adding to the prestige total now. Not teams or loyalty or commeraderie.
Personally, I think a 75 member group is just too big... I really think stuff should be based on maybe 20 members. That would give you about 10 active people on at a time.
To bring up the comic analogy again, most super groups were about 6-7 people tops. Even if they had a huge memebership, there were never more than about 6 people on the team.
I mean even freedom phlanx is just 5 people...and Lord recluse has a small team too... everyone else is just a lackey. -
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If I'm in the edit window too long in the base, during any log in period, my changes will become illusionary and then I'll be banned from my base until I log out and log back in.
Quite annoying.
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Had that happen yesterday.. Added and dresssed 2 new rooms then suddenly I was ejected from the base. Go back in and nothing is changed. -
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and that they're bringing in a ton of Salvage but can't really do anything about it.
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Jack even with a midsized group we still have salvage issues...
We can build tons of stuff. The issue is it will be months before we can use any of it.
We need to save up for the overpriced secure rooms to place defesive items..so there is no reason to build these items.
We could build an advanced database... but it cost 1 million xp to place. And when we do we will need more power, so save for new room and power... oh and wait... its seems to need a supercomputer it wont connect to the little mainframe... another 1.5 million to place... so as you see building anything costs millions to do anything with it.
Even the little Robot fabricator costs 100K to place and eats up control and power.
Every little baby step costs about 600K.
They problem I think is that all testing you have done has been by giving builders millions to work with at a time. Its very different in reality when you have to save up for weeks for every minor change. There is just roadblock after roadblock. -
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States, I think the biggest issue that tankers seem to have is that scrappers appear to be able to find defenders to assist, and make the need of a tanker secondary. If you have a scrapper, defender and controller in a group, and you have an AV, why get a tanker when you can get a defender who can buff everyone's damage/debuff mobs, along with adding enough to make the scrapper be able to tank the AV?
Likewise, with the reductions in i5, scrappers got a 12.5% damage buff. Tankers got a taunt cap and agro cap in i6. Tankers are feeling neglected, and the climate here is bad. Offering us something, anything, that will buff our defenses comparable to scrapper offenses would be lovely. As it stands, many tankers feel they must have a defender to tank AV's. That's an inversion of what the climate was like in i4, when defenders felt that they were not needed. Likewise, with defenders and controllers both being able to buff, there is more than enough options to helping a scrapper do what a tanker could. While tankers do have an edge, some scrappers can have higher resistance/defense to some attacks and more HP than tankers (see Fire tankers opposed to Invuln scrappers against a S/L/Cold mob). And that's without any buffs.
We're trying to tank, States. Give us something to let us do our job better, and we'll be happy.
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I actually felt not needed before all the heinous changes in I5 and ED...
Once there was a controller on a team with imps or Phantoms, the usefulness of Tanks vanished. Add to that group holds and there was no need for aggro management.
My tank is dead to me. But if he came out of retirement he wouldnt be looking for a job. He would be looking for a super power. His power was invunurability. But its been gutted so much that it really isnt even a power. Only thing he has going for him is higher hitpoints. SO unless he gets a big boost in damage there is no reason to take him out of mothballs.
If it wasnt for CoV I would have quit back in August. -
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Statesman seems to think that there is no satisfaction in crafting where you just put some items together into a menu and hit build.
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Actually, I was talking about Skills, not crafting.
What's the difference? In the end, crafting yields a usable commodity. In Skills, you might have unlocked a door or opened a safe or whatever....if I could guarantee that clicking on a computer could yield as cool a reward as an Enhancement, well, that'd be something. But the problem is that there are only a few computers in the world (and missions), whereas crafting is rather unlimited. One needs to undergo risk to gather resources (let's use Salvage as an example), but there isn't much risk in clicking on a computer.
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dont listen to them Jack. I have had enough of so-called "crafting" in other games.
The fun is actually in collecting the items and planning what to make. The actual combining is dull.
Dont turn this into a carpel tunnel fest like so many other games are.
Look at SWG... except for the weird EQ crowd most everyone had carfting macroed.. the toons would craft away while most people were afk. -
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Right now a lot of posts have talked about the high Prestige cost of Base items - and that they're bringing in a ton of Salvage but can't really do anything about it.
Bases, as they currently stand, really focus on mid and large sized groups earning Prestige - so the complaints have a good point. We're trying to work something out so that a smaller group can get something useful quickly - and also put Salvage to use! Can't promise a timeline, but we are working on it.
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Thank you. Now maybe the whining will stop.....yeah right.
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well... if it wasnt for the "whining" they would never have known there were issues and taken some action -
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I'm not an economics major, but as far as I'm concerned, the consumer only has one right. To purchase, or not to purchase. If you don't like what is being sold (continuing access to CoH), then don't buy it.
Nowhere no how have I ever heard of consumers having a right to dictate how a product is created, or what that product's final form will be, unless you're talking about a commission.
CoH ain't no commission. It's a regular consumer product. You buy your access each month. If you don't like it, don't buy it. The fact that you -have- bought it in the past doesn't give you any more right to try and control its development.
Naturally, the developers will try to listen to their consumers so that enough of them continue to see CoH as a worthwhile purchase. But you aren't ENTITLED to any kind of input at all.
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Something tells me you work in IT -
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Silver Mantis was bugged and given the Scorpion Clan badge. Koalin of Earth is tied to that badge, though it's no longer for Silver Mantis. Mantis gives out Air Pirate now.
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Can you give a link to more info on this...
God... now I have to do that freaking SF again to get the Air Pirate badge!!!!!!!! -
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I keep seeing a listing on websites for a "ColdHearted" Badge.
Its for killing 250 fire demons which are suppose to be CoT. I have never seen or heard of a fire demon before.
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it's kind of hard to miss a big [censored] half dog/goat/demon thing with wings and a sword made of fire but don't beat yourself up over it
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So they mean Behemouths?
Thats strange because I have slaughtered easily 1000 Behemouths.. -
I keep seeing a listing on websites for a "ColdHearted" Badge.
Its for killing 250 fire demons which are suppose to be CoT. I have never seen or heard of a fire demon before. -
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. It's been my experience that, even unslotted, Brawl seems to have a higer overall accuracy than any other attack.
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I have to agree with this. In BETA, my brute had a chain of 3 punches, boxing, and brawl. Each attack would miss several times in row except Brawl... It has yo be atleast 90%. But thats what told me there was a real issue. Missing with 4/5 attacks 3 times in a row.
My CoH Scrapper has always had issues with accuracy -- And inspirations seem to make it worse -- I would miss with every hit in the attack chain. So 3 punches would each miss one after the other. After that the next punch I would throw would usually miss... -
I just think its strange that this topic keeps coming up... for different ATs as well...
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I think it'd be enough to separate bases into unraidable hideouts and raidable bases. Hideouts should have much cheaper equipment, but absolutely everything would be ornamental (except teleporters and medical devices, which will also be full price). Raidable bases can have functional control/energy/defense (but still less expensive, please, cause it will get destroyed).
So people who just want a base to hang out in can have it, and people who want the IOPs and to raid can have that also, and small SGs won't have to pay over 1million for a new room to put in their TV and vending machine.
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This is really the best solution in my opinion. Reducing costs just makes small, RP-minded SGs equal targets for some juggernaut PvP-minded SG. I'm sure that's why the costs are so high, to prevent huge groups from sending in 40+ level-capped into the base of 6 people. So let's not wish too hard for lower costs, which benefit larger SGs even more than smalls.
But dividing base plots into raidable and non-raidable, now that's a good idea. Some additional PvE type functions would be much appreciated too (teleport to any zone, omni-inspiration vendors, a mission computer that doesn't require a raid teleporter for half the contacts, etc). The bases need to reflect that some of play PvE and some PvP, and have a clear division in the editor just like there are clear divisions between PvE and PvP zones.
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If you dont buy the mission computer and the raid transportor and schedule raids or accept a challange, you cant be raided.
If you just want a PVE base you can do that on the 8x8 plot with minimum costs.. even a "small" sg could do that in a month.
If all you want is a med bay and telepads there is no reason to grow the base any further aside from vanity -
My understanding is just "completing" CoT missions...
So basically just doing lots of KILL X and guards mission and just going startight to the boss should do it...
Now that I find its just a repulsor ray we wont have any place to put for 4 months, I dont care if it pops or not. -
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In any event, smaller SG's are at a distinct disadvantage for this 'new content', and I don't feel it needs to be this way, and I don't think SG's should be pressured to merge/combine/disband to form larger SG's just to have access to things that they could feasibly get within the game .
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It doesnt matter if you merge/combine etc... even with a large number of folks, unless you have people who play several hours a day it still doesnt matter.
It really isnt large VG vs. small VG... its "casual" players vs. people who play more than 3 hours a day.
Unless you have people playing constanly its still slow going.
I dont think many large VGs will ever expand past the 12 x 12 or 12 x 16 plot. -
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Our VG filled the bar on Saturday sometime and despite the numerous additional CoT missions we have run, it just doesn't seem to get awarded.
We even had some members run a SF with several CoT in it and have not gotten it yet. Nice to hear someone got it. Did you have to do anything special? Did you also notice that your bar appeared to be full for some time before being awarded the badge?
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Sounds exactly like what we experienced....
Ironically, we ended up with a series of Cot missions again last night... People even commented on why there were so many CoT missions in the game and they never want to team with us again cuz all we ever do is fight CoT!
The blue bar is clearly past the end markers. I am out of contacts so I am going to run some CoT paper missions today.
We experienced the same thing with teh healing badge. It moved rather quickly until it got to the end. Thought it was going to hit any moment. Ended up staying up until 4 AM and nothing happened. One guy pulled an allnighter and got the badge... Weird thing was that he filled the second badge pretty far in a couple of hours.. It just semed to be a different rate than the end of first one or else the graphics are not reporting the totals correctly.
In anycase, ours has been at the end for nearly 3 days -
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Well after 4 BORING days of killing family--- the Slot machine will not speak to me. Yet more outleveled content
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Family bosses do not unlock the slot machine.
Marcone capos and consiglieres will grant you the gangbuster badge, which unlocks the machine.
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UMMMMMM --- those ARE Family
I killed the consigliares too..
It didnt appear to be one of the bars I was watching either. It just popped up when I had killed enough.
I am level 39. I didnt do any anything to gain XP while waiting for the badge. But still had outleveled it. So I can say you might want to hit it by 38.
In Marconeville they appeared to spawn more at night. There appeared to be either several or none. Best place in PO to kill them was actually in Oil Spill around the warehouses
Next best place was at the docks in Nerva, Lost would spwan at night and Family in the daytime. You can work on the anethama badge there as well killing off the Lost so Family will spawn.
Worst place was in St Martial. They dont seem to spawn in great numbers there.
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Has anyone gotten this? My VG did a a Twart the Thorns push yesterday. The blue bar is at the end...in fact if you look closely it goes beyond the edge.
We have experienced this with other badges.... It moves until you get to the very end then it seems to stop and take forever to award.
We HATE HATE HATE CoT and dont want to do any more of their missions than need be.
Just trying to figure out if there is an issue with the badge. -
Well after 4 BORING days of killing family--- the Slot machine will not speak to me. Yet more outleveled content
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Perhaps it's a defeat very large number of any type of Longbow enemy? Does anyone have any ideas, theories, or best of all: simply knows what is required for this badge yet?
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. I
Nope. Best theory so far? It's bugged.
Players have reported killing literally thousands of longbow, plus hundreds of each boss and LT type without getting the badge. If the badge is actually working as intended it would appear that it requires a number of kills rivalling the old Zookeeper badge for monkeys.
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I swear in Beta this was one of the first badges I earned -
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If you get raided at some point ALOT of that work can be thrown out the window when your gens, control, defeneses get destroyed.
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Not everything blown up during a raid stays blown up afterwards. A percentage of the items are automatically fixed. This percentage can be improved by building certain aux items for the workshop.
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I know this violates the "keep the players in the dark" policy...but what is that percentage?
If there's a 75% chance of a destroyed object surviving, that's still going to hurt, but it's worth considering. If there's a 5% chance of a destroyed object surviving--I'll never contribute my prestige to a SG that will waste it by being raidable.
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I know there are the reapair bots which I always thought would be repairing during the raid. Then there is another item whose name escapes me but the description reads like it allows you to "rebuild" an item after a raid.
But none of this is really clear since all the item descriptions are so vague.. "Reduces the control cost of an Item" well great but by how much? -
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I disagree. While the prices are very high and I wouldn't mind seeing them come down some, I don't think it's unreasonable to have to invest some time towards making a base. Also, I don't think that everyone is working towards the same goals. You want a PvP raid base. Others may want a PvE facilitation base, others just a fancy place to gather.
Overall, the current system works pretty well for giving the casual and RP community their gathering hall for a relatively small investment, a PvE for a proportionately larger cost, and the PvP as an evolving entity as you can always upgrade further, add more defenses, up your control and power to add still more defenses, etc - which in my opinion is a good system for the serious PvP community.
As for the PvPers who want to be 'leet' right now and lose patience quickly, well, honestly I think raids and the entire PvP system are better off without them. As for the IoPs giving small benefits, I suggest you check out the posts concerning the 'unique' super-IoPs, which do far more.
Obtaining and defending one such Item is likely to be quite a committment - honestly, I'd think it would be better to get a solid group of players together first before even going after one, and those who possess the patience to wait for a good base are going to be those kind of dedicated players. If you lose a few kiddieleet punks along the way, I'd say you're probably better for it.
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Maybe you havent really dwelved into base building that far. Say you want a defensive control center... Well thats like 1.5 million to be able to add 1 defensive item to the room. an item that will probably cost you another million to place. Its a slow, slow process if you want a "modest" defensive type base.
Another issue I havent seen really raised is that the bases really dont lend themselves to upgrading. Once you have rooms placed, if they connect to other rooms you cant really change them because it will break the contunity. So it will be a lot of selling back and deleteing several rooms just to add a larger or more defensive one. For instance you cant just upgrade a workshop to the one that accepts 3 tables. You either have to build 2 or go thru the complete rebuild process. Many of the rooms that allow you to place defensive items are larger, much larger in some cases. This in turn requires a larger plot. which requires more waiting and more complete rebuilding of the base
Then there are the defensive rooms. You cant simply just add a choke point or defensive hallway. You either have to go through the tedious process of selling everything back and deleteing rooms and then rebuilding everything or wait and wait and wait and build it right from the get go.
I spent a few hours on test coming up with a configuration taht would lend itself to future upgrades by being able to add doorways so continuity doesnt get broken and replace several long control rooms with defensive corridors. I dont think the majority of people are planning in that manner. I anticpate a lot of issues with upgrades in the coming months.
From what I see, its a much better option to just wait 4-6 months and save, save, save than it is to start and build in baby steps.
Then there are issues with salvage. Aside from slavage gain leveling off like prestige gain will, people in my VG are already running out of space to hold things because of the 20 item limit. In another couple of weeks we are going to just start having to build items we cant afford to place and actually have no place to put them since we dont have any defensive rooms.. and wont for a few months. And if you can place it requires much more power and much more control which puts you back to needing millions of prestige.
Thats what is discouraging... getting schematics and building an item you cant do anything with for 5 months. -
Thanks! I would never have thought to click the top... kept trying to select from the side.