NewScrapper

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  1. My personal preference was that instead of investing all the time and effort it must have taken to redo 72 costumes, they would have hired some proofreaders to go through the game and make edits to all the annoying text errors. Or have their programmers work on those QoL issues that so badly need to go away. (Stop sending me to Wincott or Peebles. Stop telling me Architect Studio Manager might have a job for me. Stop sending me to the Hero Corps Rep in Kings freakin' Row when I've already outleveled that zone.)
  2. My only dislikes are (1) they didn't keep the red/black scheme for the minions, and (2) dang, those hats got tall -- I keep looking at these guys and thinking, "Galactus?"

    No serious visceral objections, though. The spikiness comes off a little ugly in the bosses, but, well...they ARE the Circle of Thorns after all, so spikiness fits.
  3. I just created my first Praetorian and went through the Tutorial. My first feeling about Going Rogue is...irritation, frankly. SO much optional stuff to read, and I'm OCD enough to have to go through everything and try to absorb it all. (Yes, I got the Avid Reader badge.) It's also irritating from an OCD standpoint that you have to answer NPC questions, and your answers impact how other NPCs respond to you later on. I don't want to have to play through the game a bunch of times to see every possible permutation -- that's a lot more time-consuming than flipping through a Choose-Your-Own-Adventure book. I guess I'll just have to be careful that, when I'm going through all the different answering options, the last one I pick is the one I want NPCs to react to later on. It just seems silly and superfluous to have that kind of stuff in there. I don't know, maybe other people get a kick out of it.

    Another pet peeve: When you're first given the choice to become Loyalist or Resistance, nothing plot-wise has happened at that point to really make you want to be a Resistance fighter. Sure, you've been drafted into the goon squad, but unless you've pre-decided to be a straight-up anarchist from the get-go, there really isn't anything that happens up to the decision point that would make you say, "You know, my emotions are pushing me in the direction of the Resistance!" So I'll have to imagine up a character who's already got "issues" with the status quo and see what the Resistance side of things holds.

    Still, I'm only at level 2. We'll see....
  4. Seriously??? I swear I have NEVER heard of that before. That's awesome! Thanks!
  5. I see some players on occasion with their arcs listed in their sigs, and sometimes they have more than 3 listed. I thought you could only have 3 at a time published, unless you get slots freed up by having your arcs declared Devs Choice or Hall of Fame? Are there alternative ways to get more slots? (Because I don't see that many Devs Choice and Hall of Fame Arcs out there.)
  6. Quote:
    Originally Posted by CaptainAmazing View Post
    I move that we remove PVP zones, flag them as normal, and repurpose them, leaving PVP to the moderated and fair arena system set forth by our beloved devs in Issue 4 (If I recall)
    Agreed. The PVP zones are such a waste of story potential. I would love to do missions in all of those zones. Wouldn't it be great to learn the backstory of the Shivan meteors, or the devastation of Siren's Call, or...um...whatever it is that goes on in Warburg?

    I'd keep Recluse's Victory a PVP zone, though...unless nobody ever goes there....
  7. Quote:
    Originally Posted by Von Krieger View Post
    Per the Ustream, Super Stength for Scrappers is something they want to do....Just because your treasured set didn't get in this time around is no need to run around like chickens with your heads cut off going "OH NOES MY SET DIDN'T GET TEH PORTZORZ! DEVS HATE ME!"
    I don't really think I'm being that impatient. I've just never understood why Super Strength wasn't a Scrapper powerset to begin with, especially since Tankers seem so gimped in the attacking department. (I recently started a Tanker with the intention of playing through all the Hero-side content but switched to a Scrapper when I realized it was taking too freaking long to solo my missions. Maybe it's just a function of Scrappers having Critical Hit instead of Gauntlet, but that's the impression I get nonetheless. Was really scratching my head when they gave Dual Blades to Tanks. Overall feeling of Super Strength on a Tanker: "YAARRR!!! HULK TAKE FOREVER TO SMASH!!!") If you want Super Strength to be impressive, one would think you would put it on a Scrapper. Plus, it's punchy, and me likes to punch!
  8. Did Scrappers ever get Super Strength? If not, did the devs ever give a reason why not?

    I like playing characters who deal justice with their fists, but on the Scrapper side that pretty much limits me to Dark Melee (and Kinetic Melee, though that's pretty different from straight up punching). I think the devs once mentioned the possibility of a Street Fighting powerset that sounded interesting, but it was probably shelved in favor of Kinetic Melee. I would really like to see Super Strength on a Scrapper.
  9. Anyone hear anything about whether, once Freedom goes live, VIP players who have filled up their published arc slots will be able to buy more with either Paragon Points or real money or whatever?
  10. Quote:
    Originally Posted by StratoNexus View Post
    Indeed. Zwillinger stated in the Off the Cape podcast that there is currently no plan to offer a lifetime subscription and he felt it was highly unlikely in the near future.
    Makes sense to me. Players have been willing for 7 years to fork over around $150/year to play regularly. No sense in limiting your cash flow if you don't have to.

    Reminds me of how I was first shocked to find that Champions Online doesn't offer any real package deals for Atari tokens. You buy 5000 tokens all at once, and it's the same cost as buying 500 tokens ten times. But I guess if you're going to buy the tokens, you're going to buy the tokens, and that's the long and short of it. I spent $6.25 to get 500 tokens when Champions was doing an 80% off sale on Adventure Pack content -- now I've got 420 tokens left, waiting for another good sale on something I want. Still it seems Champions would have done better to give me even a *slight* discount on buying 5000 tokens, because then they'd have, say, $60 from me, and I'd have 4920 tokens sitting around, waiting for the next good sale -- the point being they'd have $60 right now to invest in more programming rather than just $6.25. I don't know...would the positive influx of $60 upfront not outweigh the long-run loss of $2.50? Apparently not, since they're not offering discounts. Just wondering if CoH Freedom will take the same tack.
  11. Quote:
    Originally Posted by ShadowWings View Post
    They have stated in UStream that our subscription cost will not, at the least, go up.
    Yeah, I was probably concerned over nothing. My concern was based in the fact that I never saw it mentioned on any of the pages I'd reviewed of Champions Online that their subscription fee was anything other than a standard $14.99/month plan, but I just now checked the "Upgrade to Gold" page, and they at least have a $12.99*6/6 months plan. So, worst-case I could see CoH dropping the $11.99*12/12 months plan, but I hope they don't.

    I wonder if CoH will offer a lifetime subscription? Champions charges $300 for a lifetime subscription, which is roughly the same as paying 2 years in advance. If I ever decided to go Gold on Champions, I'd probably just plunk down for lifetime instead, but right now I'm having a hard time figuring out the benefit of Gold vs. F2P there. Yeah, I know that I'm limited with power customization, costume customization, number of characters I can create, all that stuff, but aside from the Adventure Pack content, inventory bags, and extra character slots, there hasn't been a whole lot of stuff that has leaped out at me. Now, on CoH, of course, I've already got so much stuff that would be considered VIP that I would need to stay VIP upon the startup of CoH Freedom to continue enjoying the game as I used to, so if CoH offers a lifetime subscription at around the same price, I'd take it for sure.
  12. Quote:
    Originally Posted by Second Measure View Post
    From the beginning, our primary goal has always been to add more value for our subscribers....We've got more people working to ensure not just that we add greater and greater value to your subscription....
    Still not hearing the magic words: "Hey, VIPs! We're not discontinuing or raising the rates on any of our current subscription plans! You can still buy 12 months of CoH in advance for only $11.99/month!" Seriously, if the rates don't stay the same, I'm likely to be gone for a nice long while exploring Champions Online F2P.
  13. Quote:
    Originally Posted by Forbin_Project View Post
    Boy you are gonna hate the new Vet Reward because it lets players customize the color of their names.
    Seriously? BLEAH!
  14. Pet peeve of mine: I don't like it that Helper players have yellow names and HelpMe players have purple names. I'm used to seeing blue heroes and red villains, and I liked it that way -- gives a sense of solidarity rather than class distinctions, as the yellow screams "I'm all that" and the purple screams "n00b". I don't really know what good the name colors do anyway...is there a buddy system going on that I'm not seeing? Most of the help I've seen comes over the Help channel. Do Helpers really seek out HelpMes and ping them with "may I help you" like overzealous waiters trying to refill your almost-full glass with water? Do HelpMes really crowd around the Helpers and emote to their knees in gratitude at having found a wizened sage who might bequeath knowledge upon them? Let me be clear -- I don't mind the system itself, but I can really do without the garish yellow and purple name colors, and would prefer that the Helper or HelpMe title by itself be indicator enough. (If you actually get mileage out of the yellow & purple names, I'd be curious to hear about it. I haven't marked myself as either.)
  15. Quote:
    Originally Posted by Starcloud View Post
    When cars and pedestrians are walking jerkily, in stutter-step, but not suddenly jumping forward, that is an indication of server-side processing lag.
    That's what I'm seeing.

    Quote:
    Changing world detail to 100% on your computer may help with that, but only because it might require the servers to send less information to your computer.
    Will try it and see. Thanks!
  16. No, I don't know much about the diagnostic tools available. What should /netgraph show me if it's good or bad?
  17. I have a brand new PC with an ATI Radeon 6950 and an i5 processor. Was thinking I should be seeing no glitches at all when playing CoH -- maybe my expectations are unreasonable -- especially since my settings are Default plus these few changes:

    1) Resolution set to 1920x1200.
    2) Character detail at 200%.
    3) World detail at 200%.
    4) Depth of field effects turned off.

    Yet one of the things that just drives me batty is that moving objects tend to "stutter" while I'm standing still just watching them go by. Cars will move, then stop, then move, then stop, and the jerkiness is totally frustrating from a lack-of-immersion standpoint. When the server (I play Virtue) gets really full, then I even see pedestrians stutter in mid-stride. And I see a lot of it with player characters, too.

    I'm just wanting to know, is this anything to do with my PC, or is this a network or ISP or server lag issue? (Sometimes my powers don't fire off as quickly as I think they should, either, but this might just be my perception.)
  18. Quote:
    Originally Posted by gameboy1234 View Post
    1. I can sure see updates to content in Atlas Park & Galaxy City. Mercy, not so much, it's actually decent.
    That's so weird...you and I are of the exact opposite opinion. Atlas and Galaxy contain so much content compared to Mercy it's not funny. Depending on your origin and whether you pick Atlas or Galaxy, you've effectively got 10 "story-arcs" to choose from, whereas in Mercy you have only 2. If anything, I would give Mercy more content to make the beginning-game more interesting, because right now it's between "this done-to-death arc" and "that done-to-death arc", whereas in Atlas and Galaxy I'm always asking myself, "Hmm...what to play this time...so many options...."

    Quote:
    2. However, the mechanic villain side that requires us to do some number of newspaper missions before we actually get a contact in each zone is pretty much just grind.
    Agreed, plus it sometimes results in our outlevelling the contact to whom we're finally sent, which is frustrating as heck. And when the 3-mission requirement becomes a 5-mission requirement later on...OMG, how dull. On hero-side 3-mission and 5-mission seems right because, let's face it, if you're doing these one-offs you're usually just grinding, anyway, or trying for the low-lev travel power. But on the villain side, these are the missions you have to do to get your contact stream going. Why not pare the number of missions required on villain-side to 1 in the early game and 2 in the later game? That keeps the requirement and "villain making his bones" feel of the game intact but pares down the grinding.
  19. Quote:
    Originally Posted by Eiko-chan View Post
    *shrug* I don't really care about spoilers.
    What's funny is I just mentioned this to a friend, and he says, "You're chatting with villains. Do you actually expect them to follow 'Miss Manners' etiquette?"
  20. Quote:
    Originally Posted by Eiko-chan View Post
    Spoiler Warning: You're not. The "Destined One" is a lie.
    KHAAAAAAAANNNN!!!

    By the way, the words "Spoiler warning" only count if you actually give the person a chance not to read what comes afterward. It also helps to be bold, in CAPS, and screaming bloody murder not to go any further if you don't want to see what's coming next.
  21. I absolutely agree with leaving Atlas and Galaxy as separate zones. I would much rather see a new early-level zone added to CoV. Mercy Island bores me to tears, to be honest. There's nothing to do or see there. Half the island is a hovel, and the other half is a sprawling mess of a city. It's just depressing. It's really more like a hazard zone than a city zone -- very little personality.

    In fact, all of the early CoV zones are like this. I think part of this is the lack of "Defeat X" missions to make the villain groups more interesting. Look at all the Luddites and Corulax in Cap Au Diable. Who are they, and what do they want? Is there even any story content behind them, or are they just there? It's been a while -- I really need to play through the lower-level content of CoV to get my bearings -- but I've honestly never gotten a character past lvl 20 on CoV because it's just so chaotic and dull. I don't feel plugged into the story. I rather feel like I've been dumped into a world full of random spawns and contacts with fixed story-arcs that offer no variety or sense of choice. Maybe there's some intention behind it to make the CoV experience feel different from the CoH experience, or maybe I'm just not as fond of playing a Villain as I am of playing a Hero -- it could very well be me who's not a good fit for the game. But here's the thing...I really want to feel like a villain on CoV-side, and honestly, all I really feel like in each and every zone is a two-bit thug. I commit a few random crimes, rob a bank, and maybe do a story-arc or two, and then I hit a new zone and the cycle repeats -- I'm back to being a common thug again. For a "Destined One" I sure don't feel like I'm being groomed at all for any kind of significant destiny.
  22. Quote:
    Originally Posted by enderbean View Post
    You do know you can talk to David Wincott and start his missions even if you aren't introduced?
    QOL problem is the opposite -- we're tired of having an early contact force us to go to the Hollows for a meet-me with Wincott if we've already decided we're not interested in doing Hollows content. (Personally, I feel the same way about the Hero Corps/Fateweaver throwaway mission. Please don't send me traipsing off to KR for no reason.) All the initial new-zone contacts like Wincott and Stephanie Peebles in Striga should be popup contacts like the 1st Midnighter contacts. That way, if we're not interested in them, we can just ignore them and go on about our day.
  23. Quote:
    Originally Posted by dechs kaison View Post
    n-n-n-n-necrothread!

    Seriously, let the dead alone.
    braaaaaaainnnsss!!!
  24. Quote:
    Originally Posted by Barata View Post
    I'm not sure I understand this focus on making [Flurry] a cone. I have Shadow Maul. I doubt I can actually get it to hit mulitple people more than 1/3 of the time, and that's if I'm very lucky and carefully align mobs up so that I can try. Applying that to Flurry means that 1/3 of the time (at best), you have an OK power, and 2/3 of the time, you have a sucky power. Because of its damage, Shadow Maul is at the very least an OK power when it hits one person, and very sweet when it hits more than one. Why "fix" Flurry so that it's only OK 1/3 of the time and still sucky the other 2/3 times? And that's if you're lucky!
    Because (A) it fits better with both the Shadow-Maul/Sands-of-Mu-like animation and the concept of the power itself (i.e., attacking with a flurry of punches), and (2) it's the least-impactful, probably-least-difficult fix that would make the power more attractive and more likely to be picked.