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Quote:Pretty much all the activity is "indoors". If you want to "see" people try Freedom or Virtue, but you might get a lot of crowd noise. Try a server forum and join one of their badge channels for more teaming.So yeah I just had a question, because well I am still on the trial :X
But how is the population on CoH? I noticed we had GR come out a few months back, but did that breathe some new life into it?
I just noticed I will be walking around only to find area almost completely deserted, maybe its because I am in a low pop server or whatever, but I hope this is just the issue. So yeah, how is CoH favoring in terms of active players?
~James
Welcome. -
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It's always the best that go.
I'll always remember you fightclubbing on ledges in Warburg, a bunch of us would interrupt but you were really cool and good-natured about it.
Take care and don't hang your cape, just let it lie a while. -
Quote:A bunch of us have done this and are still doing so.
You would be correct. It would/will be a lot of work. Unpaid work. And people will ***** at you constantly. Just like what happens to the Devs because you can't please everyone.
However, you have to ask yourselves whether or not you are just content to sit back, make lists of what you don't like/would change, and ***** about PvP issues. Or if you'd rather try to make a go of it and attempt to make things better within the existing framework and perhaps garner enough support to truly make your voice heard amongst the developers.
*Gets off soap box*
Take care folks
Deep down, the player needs to want to compete against and beat another person or all the hand-holding in the world won't do a thing. -
Quote:This already exists. The good Psy/EM Blasters lock faster, evade better and kill better than new ones. That's what experience is all about.
1. First and foremost, how do you create a system where the better PLAYER is victorious most of the time, instead of having a rock-paper-scissors powerset choice?
Quote:2. How do you create a system that welcomes PvP newcomers? I feel that the biggest deterrent to growing the PvP population (aside from what players view as a broken system) is that newcomers to the scene get plastered by veterans, and leave rather than having a place to develop their skills. but there you go. You can foster PvP through nightly casual kickballs, zone events, and so on. Level 4 Arena PvP for example.
Quote:3. On the developer side, how do you make losing fun, so that someone who tries out PvP has an enjoyable experience even when they lose, and are willing to stick around to develop the skills to win?
Quote:4. On the player side, how do you make the community welcoming to those exploring PvP for the first time, and reign in the vocal minority of PvPers who act offensively (QQ, teabag, carebears, etc) towards their opponents, thus driving away new blood?
As a former casual PvPer, these are the big issues in my book. For those of you whole say you like nothing about the current system, what elements would you have in your ideal PvP system?
In my ideal system?
Holds could be broken by Clear Mind or Clarity. No more stop and go.
There would be a damage scalar based on number of attackers, number of buffers/debuffers on the other team, strength of attack and so on.
Bonus or objective points on maps. For example, if you gather at a certain spot for RAs or buffs you all get a slight +DEF buff.
Cages would be meaningful.
+Speed powers would be meaningful.
Nukes would be meaningful.
Basically I12 with a few I13 elements, DPA isn't bad in concept but it leads to very odd situations, like Ice Blast being DOA. -
Quote:I was on Infinity last night since it's my main storage base and PvE server outside Pinnacle and Champion, and some casual PvP was going on in Arena.I can't fathom why but the reality of it is that there are LOTS of people who like i13 pvp. I highly doubt they would ever change it totally back. From a business standpoint it would be just as bad to take away i13pvp from the carebears as it was for them to take away i12pvp from the rest of us.
I think asking for an i12 button in the arena and maybe 1 zone to be i12 is much more feasible than to remotely think they would consider just admitting they were wrong and changing it all back.
They had TS and HD on, it was horrible. I asked for a level 50 engagement and I got my lol Sonic/Sonic and my friend was on his Invuln Brute vs. a Traps Corr and a Inv/something Scrapper. TS and HD still on, we won 8-9 to 2. The two kills were on our Brute who didn't have Phase cos why would he for PvE.
The Scrapper was raging nonstop about Phase, running, popping insps all this stuff. He said he liked the I13 stuff because he could actually fight people now toe to toe without their hopping away, that it wasn't fair that people ran and phased all the time.
I felt bad about it, but this is the type of person that the I13 changes were aimed at. He seemed to enjoy them and I know others do as well, it's still just a huge mess.
@ Z:
All we want is some honest feedback. You can start a million threads but unless some aspects of I13 are repealed or changed, it won't mean much. My alt account is on a monthly sub that I keep just for the bank/storange. My main account recurs next Month, don't plan on cancelling but PvP isn't really fun right now. There's just not a lot of variety and it's hugely annoying/broken in some aspects.
If the Devs just came out and said:
"Look guys, we realize the I13 changes weren't popular but that's where we are now. We'll tweak powers as we go but the base I13 stays."
or
"We have no intention of working on PvP in the foreseeable future."
At least we'd have an idea where to go. No one is faulting you Z or Ocho or Ex Libris or Lighthouse or CuppaJo or...but we just want some real answers. -
Quote:If the action does not involve I12 settings on Arena, or at the very least No base resists and I12 Mez...not really much more to say.So what's our plan as a Community Team moving forward? well, first off, we're going to continue the open dialog. Why is this important? Well, the more constructive and helpful discussions we have regarding PvP, the more opportunities I have to point the development team towards valuable feedback. The intent is that talk will eventually lead to action.
- Z
Quote:I'll go ahead point this out. You won't see any responses along the lines of "Thank you so much for starting this discussion!!! <3 You're the man now dog!!!oneoenoen111" coming from any of the PvPers.
I12 or bust. -
I'm all for anti-farming code but farming is one of the few outlets for PvPIOs. They are incredibly scarce and even moreso in matches where people actually try to evade death. Not sure how this can be fixed outside a Merit system at some point.
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Heal/buff period and rolling respawn timer.
PvP IOs.
Selectable Arena maps.
Selectable Heal Decay/DR/TS
Friends still PvPing.
Zones mostly empty so I can get Shivans and Nukes as needed.
Arena doesn't crash much (See I5 to I11). -
Quote:Planetside sounds like it was/is awesome. Wish I'd heard of it before today.
"Oh sh** son, they're taking our base" and what have you.
And the reason while they weren't much trash talking in Planetside is because if you were wasting time trash talking, you were getting shot at, mortared, bombed, or stabbed in the back. Why waste time talking trash when you should be trying to stop the enemy?
Which is why I think they should remove the bases from RV completely. When you enter RV you should randomly spawn in any part of the zone. 99% of RV's fights take place either at the Villain Base or Hero Base. And then droning ensues and more **** talking and what have you. Talk about a giant yawn-fest.
The random spawn sounds pretty nice too. People would get blown away their first time in a zone, figure if they can deal then improve or leave.
Quote:So until you can say straight out what is or isn't planed with details IMO it's best to not say anything at all (I say that knowing that there will never be a plan announced until it's in the works). Again I'm glad you want to reach out to the PvP community but I don't think this thread will help but I see the hope in some peoples constructive posts and eventuality of the let down yet again. If you really want to reach out to the PvP community come out to the league matches one night, go to some of the server kickball nights, go to different servers and zone PvP with them. See what they are doing and talk to them.
You might want to do some research into CoX PvP and the constant let down that this aspect of the community gets. It's a small community now which is sad.
Everyone from NotPutzing to macskull to Vex to Psoma to blackbarrier to Oz tried tilting at this windmill.
If PvP changes are on the way, you should be consulting with the remaining PvPers about it, maybe add some PvErs or light PvPers but the MAIN focus group should be those who want to keep playing here.
If no PvP changes are forthcoming, let us know so we can just keep doing what we've been doing since I13 launched or move on. Either way...as everyone said, everyone from Ex_Libris (whom was awesome) to Ocho (also awesome) and even CuppaJo and them all tried to bridge between PvPers and the Devs and it never ended well, sadly. There would need to be a vent meeting with a Dev or two or a part of a closed Beta for PvP fixes and so on.
Just letting this stuff sit as is...well, be careful what you wish for I guess but blech.
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Quote:PvP Merit system:
So here's a questions for everyone in this thread: What other methods of PvP rewards do you think might be as effective or even more effective?
Each time a player participates in a team arena event at level 50, they are awarded a PvP Merit.
Accumulate enough of these and you can get a PvP Recipe.
Award bonus Merits for winning the match, saving people from defeat, scoring a kill, etc. You'd of course have to be wary of killstealing etc in such a format, could do it just by damage dealt to a target by various sources.
Implementation would be complicated, since you don't want to just reward immobile people with a toggle on farming someone else in a zone or what not.
In zones it gets more complicated, but basically if a person is actively participating for a set period of time, give them a Merit. Enable a team multiplier, so that if a person is teamed they get an extra Merit after X milestone is reached, rather than solo.
Place Merit vendors at the zone bases and Pocket D and Arenas.
Turn in Merits for:
1 Merit = 5 Tier 1 Inspirations (Respites, Catch a Breath, Enrage get randomly awarded)
X Merit = Temp Phase power (5 uses)
X Merit = Random roll for PvP recipes
X Merit = Specific PvP recipe
Basically, as it is now people get 5-20 kills in an Arena match, almost never does a PvP recipe drop. You literally have to farm them in a zone to be able to accumulate them, or grind and sell for them. PvPrs don't want to do any more PvE than they have to. They want to PvP and advance through PvP, but right now the rewards are incredibly scarce.
Also, an accolade pack for PvP only (Geas/HP Accos/Vanguard Medal/Archmage/Psi Archmage) that greys out in PvE but enables in PvP settings would be most welcome. The code for disallowing stuff in PvP zones already exists for costumes and Ouroboros portals so... -
Quote:Roles are fun.
That's my goal here. First, to boil down what's actually fun about PvP to the CoH Community, and soon, in a follow up post, to refine that even further.
Sonics in the day had to keep Clarity, Shields, drop Sonic Siphon and cage people, while throwing attacks.
Rad did something.
Clear Mind did something outside +Perception and miniscule status resists.
Break Frees were useful.
IR and AM and RA gathers happened.
Nuke rushes happened early in matches.
Storm teams could really mess you up.
Now we have innate resists to all, epic shields resist all, nukes do as much damage as a pea shooter, Storms get detoggled off one of their main powers, Break Frees do virtually nothing and debuffs are DRd.
It wasn't perfect before, but it was hella more fun than this.
P.S. Account-wide PvP only Accolade pack plz. -
Issue 12 radio button for Arena.
Revisit damage scales on some attacks.
Eliminate or reduce innate +RES shields
Couple more Arena maps (Sharkhead or something maybe)
PvP IOs rarer than manna.
Thanks!
P.S. The most fun was pre I13 when people could run Sonics, Kins, Fire Blasters, Sonic Blasters, Emps, all sorts of stuff and you could have different roles on a team. Sadly, that is mostly gone now. -
Plays 4-6 hours a week.
No 50s.
Uses single origin enhancements.
Doesn't use IOs.
Doesn't use market. -
Tony Wilson, my homage and Illusion/Storm Controller on Pinnacle. Factory Records was banned as sg name, so got The Hacienda instead. SG base is a dance club.
Casual Player, my level 27 Warshade on Triumph...will be purpled some day!
Ma Dalton, my level 26 Dual Pistols/Storm Corruptor.
Odessa Red, Homage; Fire Melee/Electric Armor Brute.
Brooke Shields Shield/Super Strength Tanker on three servers. -
Hey!
Thanks for the Undernet logos and all the other goodness.
Good to see you around again, hope you find something fun to do...if only using the forums! -
Quote:Honestly, considering Synapse is a victim of Crey, he should have been the contact for the Crey silliness instead of Manticore; put Manticore in charge of a low level Legacy Chain investigation then direct yourself to Sister Psyche after his Task Force is complete. VoilĂ , problem solved and you can probably still get Gearsmasher through missions or hunts.I don't want a "bug fix" issue because there are always new bugs. You can't get rid of them all. I want a content fix issue. You can fix pet AI only to have it break again six months later, but a revamped Synapse Task Force will remain shorter, less tedious and more engaging than the current "clocks, clocks and more clocks" slogfest until the servers go down.
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"Guys, you're killing Honoree too quickly, let me drop Poison Trap and Acid Mortar already!"
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I'd probably get an XBox or console and play with that.
No interest in grinding to max level and acquiring loot in another game and I have friends I can reach out of game so...the 'next MMO' would need fairly balanced PvP or ease of levelling/acquisition to get me hooked.
That, or a Wild(er) West MMO. Guns & spells? Deadlands? I am so there.
Not likely to happen though... -
We should look at whether the price of basic survival goods have gone up before we ascribe inflationary forces to the game.
Basic necessities:
Inspirations
Single-Origin Enhancements
Training Enhancements
Dual-Origin Enhancements
Tailor (for some, but not a necessity per se).
Pretty sure Inspirations sell for 150 (?) each still, as they have for a while.
Single-Origins cost a few hundred thousand influence (more or less) at varying levels. There aren't loaves of bread selling for millions of a game's currency here, the loaf of bread still costs 150 inf, you're just making more inf than is necessary for basic survival.
These are the game's staples and they have not been affected, adversely or otherwise, by the game's influx of influence. Normally, Inspiration prices should be around 1,000 - 5,000 each and SOs going for 500,000 to 1,000,00, no?
IOs, Purples, etc. are all luxury goods. How much should you be expected to pay for them? Prices seem pretty stable on the high-end stuff. 200,000,000 for a Luck of the Gambler +Recharge, 300,000,000 for a Ragnarok (Damage) and so on.
You can go to Payless Shoesource and get a pair of functional shoes for $20-$40 or you can go to Aldo or another store and drop hundreds on a pair of better shoes. Sure, the comparison might not be perfect but...influence switches hands so quickly in this game that it's hard NOT to spend as you go. The issue is...with a declining player population (based on sub numbers), how do you keep wanted goods from being produced by the population so that people can get what they perceive as a need?
Should the Developers do something about this?
Well...do you want the Developers to set the baseline for character performance at five Lotg 7.5, a Miracle proc, defense-capped melee and so on? If so, if they feel that's the new standard, then perhaps they should re-visit Merit costs for higher end items. Of course, with the ease of accumulation of influence there really isn't an easy way out of this unless the Developers FORCE influence out of the system. For example, a friend of mine got a hefty bonus at his workplace but it got taxed to death (think he said 75% of it left, in Quebec, because it was so high). Should the Developers scale down influence production? Or should there be worthwhile influence sinks added to the game? How much would you pay for a Shivan shard, a Warburg nuke, a missing PvP IO, a five-use mission teleporter, etc.
In short, either they allow us to produce LESS inf or they give us good influence outlets or they re-examine the availability of goods. In the end, they've shown themselves leery of affecting the Market, most solutions being kludgy in the extreme. Of course, I'm probably way out of left field here with the analysis, but it sure seems there are a lot of people without set bonuses doing all these Task Forces...which could indicate frankenslotting or HO/basic IO slotting, of course...but how much should be worry about a collapse? Does a certain segment really see the luxury goods bottoming out at 15,000,000 or so and yellows selling for 500 influence (yes, some do already) and is this an issue that needs resolving by the development team? -
Kavik, Shotty Mario and I need moar LRSF/Lady Grey runs.
See you in game! -
Quote:Listen, the entire thing is this; you not liking Caves isn't a good enough reason not to play it. I don't like Atlas. Can we blacklist that, too?
Caves is a large map, large enough for 8v8s. It's awkward and can be hectic, but it works that way for both teams. There's no bug-reason, size-reason, or any reason I've heard to ban it. The only thing that exists is a precedent from the last FPvPL where it wasn't playable, like Office and Cage, and some people who ***** about it because they're not used to playing it. It just doesn't meet conditions requiring a ban.
Also; we're the Cave Masters, without gimmicks, so you best respect, hoe.
If we're removing Caves, I want Atlas and Steel to go. Steel because it's over-used and Atlas because it's a stupid map and I don't like it. That's reason enough, right? Byyyyyyyyyyyye!
To be fair Caves has almost never been used in any of the ladders either.
Wasn't used on Test as far as I remember (was a reset, along with office and monkey cage).
It has several problems:
i)The passages mean that joining up with your team generally takes coordination in excess of the regular maps. This isn't actually a negative, to be fair.
ii)Unlike lab, where you can at least circle around some hallways and hop upstairs and so on, caves really doesn't have any "hiding spots". What happens is that either teams congregate in one of the larger rooms and just spam damage or a teammate gets separated from the team, dies, then tries to rejoin the team and likely dies again, setting up potentially lopsided scores.
iii)Makes some ATs (Bubblers come to mind) much better than they would be normally.
Ultimately it's up to the captains but it's not really a case of "I like this map/I don't like this map". The maps generally played have two factors in their favour:
i)Vertical space (limited in Tech Lab and Cargo to be sure)
ii)Evasion niches (duck around buildings, trees, over trees, pools, etc)
We're aware people can choose Caves as a map, if it happens it happens.
It doesn't really add much to the matches that Tech Lab doesn't already give, except longer "tagging up" and so on. -
Awesome stuff all around.
The mini-trials and auto-teaming sound great and the shard drops while exemplared should help the soloists a great deal. Looks like a win-filled issue!