Nethergoat

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  1. Also, given Sam's vehement dislike of the SSA I should probably check it out...it seems we enjoy exactly opposite things in this game. =P
  2. Quote:
    Originally Posted by Sentry4 View Post
    You should read my post more closely.
    I extracted every drop of intended meaning from the post.
    If you aren't fond of my conclusion, perhaps a glance in the mirror is in order.

    Quote:
    There is no notion to speak of.
    Indeed.
  3. I really like all the ridiculous conspiracy theories about the death of Statesman....they amuse me greatly.

    Occam's Razor, people, Occam's Razor....
  4. Quote:
    Originally Posted by DustRaven View Post
    I think maybe you just want better carrots. A costume set with some glowy bits is a strange bit of incentive in that some people don't really care, but others are willing to rage quit their accounts if they can't have it now. My own opinion is there should be more than just costume pieces as their spent-hundreds-of-dollars-on-top-of-subscribing reward option. But discussion is probably best left for a different thread.
    I'm an absolute sucker for costume bits.

    Prior to the 'freedom' era I picked up every booster pack they offered, including the much maligned "party pack".
    Oh wait, I never got the Wedding pack...but all the others.

    During my current "free" month I've actually spent thirty bucks on Paragon points, the bulk of which have gone toward costume bundles that were added while I was on hiatus.

    Costume stuff is a strong incentive with this playerbase.


    I agree they could do with a wider variety of stuff in the basket, but sexy premium costume bits definitely belong in that mix.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    I'm glad you enjoyed it, but I can't stand Twinshot. The arc is quirky enough to play through once, but I really don't like most of the characters and I REALLY don't like the unnecessary twist ending. Besides, the consists of staring at a dialogue every other spawn, to the point where it has almost no gameplay in it.
    Differn't strokes and all that- I found the balance between exposition and action to be spot on & thought they neatly set up the twist ending.


    In any case, it is a vast improvement on the tedium of the Hollows...
  6. Quote:
    Originally Posted by dugfromthearth View Post
    Faultline is 15

    but there are also 2 new arcs in Steel that open at 15. The contacts will appear in your find contact.
    Nice!

    I've done Faultline, so I'll check out the new Steel arcs.

    suggestion to the powers that be:

    give 'legacy' contacts with creaky, boring missions some kind of graphic signifier in the contact window so newbies can tell what's new and exciting and what's old and lame.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Wait, I love defeat-all missions. That's pretty much the only way to ensure my team-mates won't just want to stealth the mission, plus it gives me justification for doing it anyway.
    well sure Sam, but your idea of fun is eliminating every pixel of black from the zone map.... =P


    As a returning player with a thread of my own, I highly recommend doing as much Twinshot as you can fit into your schedule.

    Aside from the introductory Atlas mishs, I've gotten to level 16 largely on the back of Twinshot's various story arcs (plus the Midnighters), which are fresh, fun & inventive.
  8. The way the system is set up now, the heck with MORE craftable costume bits (or temp powers, for that matter). Junk drops that are just an irritation to those receiving them and also for those who just want the costume piece.

    They're an annoyance- just put the stuff in the costume editor and eliminate drops entirely.


    If, however, the drop rate was slashed & the recipes were once more rare and desirable, that would be great and I'd back additions to the system.
  9. Quote:
    Originally Posted by DustRaven View Post
    We don't need a huge basket of carrots.
    I've been back for over a month now and haven't found a compelling reason to re-sub.

    From where I sit VIP is suffering from a serious carrot deficit.

    Now some of that is my Tier 9-ness, some of it is my basic disinterest in 'endgame' content...but even so, there should be something else on offer besides a costume set or two.
  10. That was worth the wait.

    But now I'm faced with an empty active contact bar and a bunch of people trying to send me to Skyway City, which I well remember as a graveyard of junky missions untouched since launch.

    Maybe I'll hop over and see if I'm ready for Faultline...
  11. Quote:
    Originally Posted by Sentry4 View Post
    Depends, you have to be smart about it.

    /ignore people when you see them trash-talking 'others' and within a week you've got everyone stupid ignored and you're happily killing them.
    So, players already disinclined to PvP should waste a week pre-ignoring all the morons in the zone just so they can try out something they're not sure they'd like.

    Interesting notion.
  12. ok, the kid is asleep, the wife is out with the Mommies, so after many false alarms and delays TONIGHT I finish Twinshot!

    The introduction to the Hero Corps mission slider contact is a huge improvement on the old days. Funny dialog r/e "why am I fighting hellions at level 15".

    Cleaning out a smokey office map, Grym assisting. No problem with the difficulty, but Grym's refusal to move out of Ignite patches is somewhat bemusing. Amusing dialog between the Girlfriends from Hell & their Hellion paramours.

    Found the last alter we're supposed to break, Grym once again opts to stand in the fire and burn. I put the spawn down in good order, but not fast enough to keep him from keeling over. I really hate losing 'allies' in these missions, even as thin as their personalities usually are I get attached to them.

    But, to paraphrase Bladerunner's replicant hottie Pris, "he was stupid and he died". Well, not really- went to the hospital, I guess. Still, I get a twinge of Samuel_Tow-style unreasonableness about these situations.

    Okay, bonked the last alter and lo, a shock twist ending- not a mission complete, but a "get that demon before he reaches full power!" objective, complete with sinister dialog.

    Fun!

    As I know this map almost as well as I know my wife of ten years, I bee-line for the elevators and head up to the final confrontation, sans Grym.

    Pretty let down by the demon, though- a Yellow con behemoth? When I just waded through two straight spawns of Orange lieutenants? Well, give them the benefit of the doubt- maybe I was so quick on the uptake he didn't have time to turn into a Red con uber-beast....in which case I should have waited, I could use the xp!

    He and his two white con minions go down easy, and it's MISSION COMPLETE.

    Pop out, head over to the Hero Corps analyst.
    Good dialog- makes me feel like a badass and clearly explains the difficulty system without it sounding too much like someone reading a game manual at me.

    This poor guy needs a makeover tho- that green mohawk doesn't really suit.

    Ring up Twinshot and get sent off to Investigate the Clockwork Presence.

    Nice updated warehouse map, very snazzy- might be a GR map I haven't seen yet. Spot the guy I'm supposed to rescue, leap on the two clocks...and surprise, there were three more hiding around the corner! Now that is VERY like GR.

    No problem for Lizardroid tho.

    I chat with No Mind, and am surprised and amused that he's another bit of tutorial, on the sidekicking system. Very slick, devs! Again, a huge improvement on the old introduction.

    Now let's see if he's smarter than Grym...


    Well, he may have been smarter, but he didn't fare any better.
    I forgot we were playing by GR rules and jumped a spawn of 3 in a room full of shelving units, aggro'ed two other nearby spawns and had to eat a big purple to survive the mayhem. No Mind was not so fortunate...but at least this time it was my fault.

    Big map, but my nose for objectives leads me to a concentration of glowies.
    Lots of clocks to clean out, but all whites so no problem. Click, Click, Click...and DEFEAT AMBUSHES.

    AAaaaaaaad, they're the kind that spawn 100 miles away and jog toward you slowly.

    Sigh.

    I hang out doing /e dance on top of a box waiting for them, and eventually clear them out. The last wave had a Dismantler in it, which was nice as I was basically one-shotting the whites with build up + thunder strike. Still, an exercise in tedium rather than superheroics.

    I finish them off, and the mission complete text credits me with saving No Mind's life, which is a bit odd since my careless ways led him straight to ignominious defeat.

    Talk to Twinshot, and get sent to Icon on another stealth introduction/tutorial- again, very nice. I'm finding these informational fedex's much less annoying when they're woven through a real story arc.

    Next mish is aaaaaal the way across the zone...I groan, but then remember that the train lines are all connected now. Sweeet! A quick hop to the nearby train station and zip, I'm right next to the mish.

    TY, QOL improvements!

    After some more running around getting to know various useful game locations, I end up in Manticore's mansion to check some data.

    Hmm, seems two of my teammates may not be among the most reliable sorts!

    Clock ambush was well introduced, but not tough enough- I may have to break my guideline of not messing with the difficulty slider until SOs. If the missions are too easy it's my own fault.

    More clocks to nullify- I much prefer this approach, having me run around looking for them, as opposed to sitting on my rear waiting for them to navigate the map. It probably took the same amount of time, but it a seek and destroy is much less tedious than a 'wait for ambushes'. Unless I'm defending an objective, there's no reason to make me wait around twiddling my thumbs waiting for the AI to find me.

    I get a nice bonus as I defeat the last of the clocks in the mansion- the Technophobe badge. It seems such a perfect fit for Lizardroid I chortle as I open the 'collections' window and select it.

    Exit the mish- this should be an interesting call to Twinshot!

    whoop, no call after all- an auto-mission to talk to Grym, alllllll the way back across the zone. Happily, I'm standing in the train station!

    Seconds later, I have my chat with Grym.

    Some nice storyline stuff, setting up a confrontation at the base with all the team present- this should be fun! I'm expecting a bit of a twist- we'll see if I get it.

    (promotional aside- I see that Ninja Run is on sale in the Paragon Market. Anyone who lacks this amazing little power is urged to get it ASAP. It makes the lower levels SO much more fun, and combined with the Jump Pack can get you anywhere you need to go with a minimum of fuss)

    Yay, got my twist.
    Final confrontation was great, exactly the kind of thing this game needs more of. The pacing of the encounter was great, dialog was well written, it set up the battle without dragging on to the point where you were mashing attack keys in frustration (my main problem with the old CoV-style cutscenes). Much more immersive to do this stuff in-game.

    Nice that there was an obvious spot for you to take if you wanted, and Flambeaux's "Eeeew, anyone want to switch?" made me actually LOL.

    Afterward I had the option of either going to Atlas to chat with Twinshot in person or auto-completing. Very nice. Not having done it before, I headed for Atlas. I don't mind that kind of travel in the service of a storyline- as much as I hated the old fedex's that took you all over to talk to this or that Security Chief, physically going back to Atlas to really talk with a physical contact felt like a fitting capstone to a very entertaining story arc.


    Five Stars, Goat sez "would play again!"
  13. Why did I catch flack for daring to suggest tier 9 F2P'ers get ungated forum access with THIS neon-lit pyramid of entitlement out there in the wild?!?

    Grrr! =P
  14. my standard advice: pick the one you think looks like the most fun.


    that said, word on the street is that Titan Weapons do ridiculous damage.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    That, really, is the loop PvP threads seem to be going in most of the time when they show up. I really don't think PvP is failing so much because it's badly designed, before or after I13, so much as because it's avoidable, and people just choose to avoid it.
    Bingo.

    Quote:
    Originally Posted by GuyPerfect View Post
    ... , I don't have a problem with other characters being better than mine. If I don't want to be beat, I won't fight. Simple as that.

    But for people to insist that other players necessarily be more fun for them? That's exactly the opposite of what PvP is supposed to be about.
    I'm hoping my comments illuminate why very few players are interested in PVP and why your ideas aren't likely to sway them. I'm not trying to change *your* mind about anything or sway your perspective on the issue at all

    I've played FPS games my entire adult life, but as an older gamer I'm well accustomed to getting my *** beat by kids who grew up with a console in the living room, a computer by their bedside and a handheld in their backpack.

    I don't care if I lose, but I require a level playing field or I get irascible- IMHO that's where CoH pvp fails.
  16. Quote:
    Originally Posted by Tenzhi View Post
    I thought it was satirical.
    and you were right!
  17. Quote:
    Originally Posted by dugfromthearth View Post
    For those looking for decent arcs you can search for SFMA - stands for Story Focused Mission Arc. That narrows it down a lot.
    while a helpful tip, it also illustrates the feebleness of the MA search interface...
  18. Quote:
    Originally Posted by GuyPerfect View Post
    I'm just sayin'. If it was PvE against players, I'd enjoy the snot out of it.
    over in the Why don't you play Mission Architect thread the most popular answer is the extreme difficulty presented by 'custom' enemies.

    And those 'custom' enemies many players hate and actively avoid don't hold a candle to the challenge posed by an even moderately well built, player controlled enemy in PvP.

    Not saying *you* wouldn't enjoy it, but it strikes me as a fairly empty bandwagon you're driving.
  19. Quote:
    Originally Posted by WanderingAries View Post
    This...Before they did whatever restrictions in AE, I could get stuff reasonably from the market. Now I can't really even base my bids on what cleareled last as there are so many people (presumibly farmers) rolling over stock at rediculous prices for things like quick badges and perhaps inf storage.
    I'll take another stab at explaining how this works.

    Whatever style they use, Farmers generate a LOT of stuff.
    Meanwhile storage in this game is severely limited, as are Market slots.
    Thus fast turnover is paramount for any serious farmer.

    You don't achieve high turnover by trying to 'push' a price upward, you achieve it by lagging behind the price curve, often well behind.

    Think Wal*Mart, not Bloomingdale's.

    For example, let's say you need a Chemical Formula and, pulling a ''ridiculous" price out of my hat, the last five went for 400,000.

    Now I guarantee you none of those were listed at 400k.


    Why?
    Because while sales in CoH go to the highest bidder, the market awards winning bids to the seller with the lowest listing price.

    And farmers not only love selling suff, they HAVE to sell stuff or they'll drown in their own overstock.

    As a market savvy type, if I find myself with a Chemical Formula to sell and I'm looking at a 'last 5' price of 400k, I'm listing mine at, say, 238,009.

    And nine times out of ten it's going to insta-sell for 400k.

    Is that my fault?
    Is that the buyers fault?
    Is that the fault of other farmers?

    *shrug*


    Anyway, the lowest listed item being the first to sell applies very efficient pressure on anyone with a lot of junk to move and limited slots to move it with....like, oh......Farmers.



    I'll end this little threadjack here- I would have taken it up in the Market forum, but as a F2P'er I can't get there. =P
  20. wait...uh....I thought this thread was about Charlie Brown.



    nevermind.
  21. Quote:
    Originally Posted by Grouchybeast View Post
    Rather hilariously, that's almost entirely due to farmers moving out of AE.
    I recall when MA first appeared and suddenly all those Pangean Soils & Hamidon Goos that had been selling for 3-4m suddenly crashed down to a million or less- I remember flipping Hamidon's, buying at 500k and selling for a million. Meanwhile, uncommons which had never in the history of the game been worth selling were going for hundreds of thousands, up to a million.

    Why?
    Because the farmers had moved from the 'real' game, where specific rares were difficult to acquire & uncommons piled up like cordwood, to MA, a much more deterministic environment that instead of giving you random drops gave you vouchers you could spend on whatever you wanted.

    Still random, but instead of a melange of inspirations, recipes, enhancements & various flavors of salvage you can get ALL of one thing- say, rare salvage.

    And speaking to the efficiency of farmers, that's what most people decided to get even though the highest *profit* to be had was rolling random recipes, crafting the good ones and throwing the rest away. Down side, it took an extra step (crafting) and sell-through was slower. Dump a load of rare salvage on the market and it would be gone the next day- crafted IOs generally take longer.

    A long winded way of saying that market prices are dictated not by an all-knowing secret cabal of Farmers, but by the vagaries of supply & demand.
  22. Quote:
    Originally Posted by Samuel_Tow View Post
    Is that what the kids are calling these days?

    Wait, no, I'm thinking of something else.
    why Sam, I do believe this is the first time I've ever seen crack one of those things, what are they, JOKES, that's it.

    Thanks for my morning's forum amuse bouche!
  23. Quote:
    Originally Posted by Venture View Post
    No, every time I use the market I look at uncommon salvage that used to cost 1-5K and now costs 50-100K or rares that used to cost one million now selling for three. I'm not seeing anyone's "largess" and much of the time get what I want through alternate means rather than pay outrageous prices.
    news flash:

    On the COH market buyers set the price, pursuant to the fluctuation of supply & demand.

    Farmers price to sell, escalation is driven by the demand side.

    In other words, wag your finger at the spendthrift playerbase who don't care how much play monies they spend on kit, not the farmers who are (I guarantee) listing their salvage for much, much less than people are paying them.
  24. Quote:
    Originally Posted by GuyPerfect View Post
    If it was PvE. Against other players.

    No diminishing returns, no travel suppression, no heal decay, full-duration mezzes, full-strength mez protection... None of that nonsense "mez suppression" that makes people immune to certain kinds of mez after they get hit with it...
    that's pretty much what we originally had, and nobody was busting down the doors to get at it back then either.
  25. Quote:
    Originally Posted by Johnny_Butane View Post
    To explain:

    They removed Statesman from the game i23. The mission to rescue him from the Praetorians used to give you the "Statesman's Pal" badge.

    They changed both the mission and the badge to refer to Positron, even if you already had the badge.

    Which, frankly I think is BS because there's no reason the mission couldn't have taken place at a point in time before Statesman died, or couldn't have kept existing as a Flashback with the changed arc granting a new badge.
    Unusually enough, I'm with Johnny here.

    Don't mess with badges I've already earned.