Nox__Fatalis

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  1. I thought "+forward$$powexec_abort" would work, but that just completely removes the auto power.

    I want to be able to move forward without interruption, and have the power fire when I let off the W key, is there a way to achieve this?
  2. The idea is not only okay, it's genius. We don't want our kids playing these games like we do, being losers and such. What better way to get them to hate MMOs than to make them sit in front of them farming as a chore. Reverse psych isn't really how I roll, but I think this kid is going to turn out better than most of you.

    Secondly, it really isn't different than other chores parents make children do. Pick weeds, mow the lawn, etc, it's pretty much all the same. As long as he isn't asking him to do it more than an hour or two a day, it's the same thing as when your parents made you fold clothes that you didn't even use, wash dishes you didn't dirty, dust furniture you don't give a crap about, etc. Many fathers use their kids as under min-wage labor, sometimes under really harsh conditions.
  3. What you describe is sophomoric villain lore, not really supported by most works of fiction involving evil/bad characters. Dracula as an example, in most respected literature and movies, wanted to be left alone, and had no dreams of ruling anything.

    Comics and video games are meant to grab young people, who are only impressed by big fish tales, and less concerned with realism and subtleties, which is why you get what you get in todays games.

    Even a game that's generally well written falls prey to this, like Deus Ex for example. But there's a certain enjoyment there from a game that tries to convince us that we were always on the precipice and just didn't know it, so it gets a pass from me.

    Obviously we all want to change the world, villains would be no different in that regard, but rarely would their talents, even when super, coincidentally allow them a channel in which to shape the world to their vision. They would have to be more realistic with their goals, and quite frankly after a while they would settle for pursuing their immediate self-interests and greed, which is what was at the true center of what made them a villain in the first place.
  4. Fog of war for city zones that aren't hazard areas is stupid anyways, get rid of it.
  5. I find the themepark nature of mercy worse than the old mercy. The old one had it's problems, they were honestly geographic and layout based more than mission based though. Now you still go through the same mess of strangely laid out buildings, but as a foreigner in what should be your own lands, doing a straight series of quests and then being kicked out to port oakes without seeing 90% of the zone.

    Games go on a scale from sandbox to themepark, the way I view it, and mercy just went several more notches towards themepark. Good for a lot of players, not so much for me. I did enjoy the missions, but mercy has more to offer than that. And then they ruin it even more with those stupid F-troop arcs (on both sides).
  6. Relying on globals has the obvious flaw that people have to opt in rather than opt out. Sometimes if you try to chat in /help or other channels people appoint themself chat police.

    My suggestion, outside of a new channel, is to make broadcast serverwide. Or at least Isles/praetoria/paragon-wide. It's not used like it used to be, other means of grouping up and communicating have become common enough, and now people from vastly different level ranges group together a lot more than they used to, makeing a faction-wide channel much more relevant.

    So that's my suggestion.

    I play on a dead server... and it gets just too quiet. I should transfer off but I can't due to significant other. Please for the love of god help me.
  7. The ability to buy stuff is asymetrical to the ability to play in both cities with a single character. It's apples and oranges.

    I personally see staying a hero/villain to be an RP choice, and RP choices shouldn't be rewarded. But I'll set that aside.

    There are so many better ways of handling this. In my dream version of coh, I'd solve this by allowing everyone to go to both sides. Pures visiting an opposing side would be attackable by pures on the home team, which would flag the attacker to be attacked back by invaders, essentially turning every non-coop zone into a PvP zone, though completely optional for those who are on their home turf.

    As long as the home turfer isn't flagged from attacking an invader, they can group together, and in mixed groups, no one in the group can attack each other. In city zones, no one in the group can benefit another either. Once entering a mission, they all are temporarily rogue/vigilante, and can play normally. But completing any mission like this would possibly screw with their alignment (sorta like old school DnD characters acting outside their alignment).

    Anyways, it's not like it's going to change, but to address things. The whole point is to not have to constantly switch characters, at least for me. So switching just so I can get rewards defeats the purpose. These days this game has one endgame and that's acquiring Inventions. No one really cares about anything else. Generally speaking of course. So the ability to participate in that should just be off the table.

    If people can play any AT on either side, most won't care what their alignment is called, they'll just want access to the content and rewards, and will all pool in paragon, leaving the isles abandoned.
  8. People who want this game to succeed should carefully consider what they say on this matter, rather than simply bark at people who complain. You do more damage than any of the people who indifferent. If all you want playing the game are a bunch of f2p herpa derps, then consider this issue seriously without just dismissing it as paranoia I-have-nothing-to-hide bullcrap that's infected this country for the last 10 years. Yes I just went there.

    I've read the part of the EULA about monitoring computer components and the scope is too wide and the purpose not made clear. These two things, in my opinion, need tweaking. Why? Because it protects us from fat sweaty nerd at ncsoft looking at stuff about us that they have no business doing. Or at least that's the potential, and while it may not be important to you, it's important to some people, because they actually care about their rights big and small.

    By making it clear why they need monitoring, and putting language in the EULA that limits the scope to the game software and processes that they know can enable or aid in cheating, in no uncertain terms, they can provide a protection for us, so that fat sweaty nerd can't hide behind blanket EULA statements, in the unlikely event that someone at ncsoft is found to have abused their monitoring power in any way.

    Get behind this or get out of the way, that's my opinion, and I care about this game's future. Do you?
  9. I played a mercs traps to 50 long ago when CoV first came out and honestly never had issues with it, and was surprised that people thought it sucked. I find it far from the hardest MM primary.
  10. Enemies tend to just start running like hell. And I have no way to stop them as of level 20. It's not like it's every group, but it's about 1 out of 4, one guy will just take off until it gets to another group of enemies, and my stupid zombies of course follow it all the way there no matter what I command of them.

    Any solution to this, preferrably near to this level and not in some distant future (I am leveling this guy pretty slowly so far).
  11. I google and google but can't find actual hard numbers for Time Manipulation. I don't want to fiddle with the beta/test servers, just want to look up some stuff online, where is it?

    I think I may have posted this once before, I don't remember, but I just really don't get how this stuff hasn't been transcribed onto the interwebs.
  12. Ok so I use mouselook all the time, not the toggle, just right mouse button held down, and I think this is the only time this bug happens, but while having it held down I've switched chat tabs and more annoyingly, accidently left groups. I've seen it happen to others as well.

    Is there a fix for this? Oddly if I let go of the mouse button right after such an oddity occurs, the cursor isn't even hovering over the ui element that was interacted with.
  13. Okay, that makes more sense, didn't realize debuffs were reduced in strength. Thank you.
  14. Ok I read it, but it doesn't add up or I'm just not smart enough to figure it out.

    It was actually 65% defense debuff. 2 20% powers and quicksand at 25% all applied on the same enemy. Then attacking with a 1.00x power, that had one acc DO+3 slotted.

    Now, ignoring the DO on this +3 minion I was targetting after having debuffed, the base chance for a 1.00 power would be 48%. Add 65 to that and you get 113, capped at 95. But I wasn't capped, and this was some low level outcast, not something that was debuffing my to-hit. For my resulting chance to hit to be 83~% requires something I'm missing here.

    I don't know if anything else was in play, but it appears something is off. I didn't read anything in that guide as to what the actual defense of an enemy is, do they not even have a defense stat? It's confusing to me.
  15. I'm not a noob you guys, and I wasn't asking about the cap to hit, which is rudimentary knowledge.

    I'm asking how much def debuff is more than is ever useful, as there are enemies that even with 60% def debuff I did not have a greater than 8x chance to hit.

    Thanks again.
  16. Nox__Fatalis

    Freedom? Hardly

    They should get rid of DOs and SO's, rename regular IOs 'enhancements', let people buy them from vendors, and let that be free as well. The DO SO system is clunky, confusing, and annoying to have to keep replacing (with IOs you don't have to replace, but are rewarded somewhat for upgrading them as you level).

    Then for invention sets, that could be a premium benefit. Kill 15 birds with a couple stones.
  17. I'm using earth control, most the powers impose defense debuffs. I put up combat attributes for last chance to hit.

    However, it seems that at some point defense debuffs no longer improve chance to hit. I assume it's something like you can only debuff to 0% or 5% defense on an enemy.

    On a +3 I think enemy, I could not get to 95% chance to hit, no matter how many -def debuffs I applied. For powers with 1.00 base accuracy, I was only able to get I think 83 or something chance to hit. Powers with 1.20 base were able to get all the way to 95% still.

    I guess my question is, how much -def is pointless for +1 to +4s, so I know what to expect and how much accuracy to slot, and if I still need tactics from the leadership pool.

    I'm a little surprised, I thought any reduction in chance to hit would be directly the result of better defense on the part of the enemy, apparently level difference directly impacts it in a way that can't be completely negated with -def.
  18. Quote:
    Originally Posted by plainguy View Post
    http://paragonwiki.com/wiki/Patch_Notes/2006-06-06

    Its down near the bottom.

    Excerpt
    • Mastermind Bodyguards: You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow Orders. Your pets must be within Supremacy range for this function to work.
    • Bodyguard Damage Mitigation: When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one 'share' of the damage, and the Mastermind himself takes two 'shares'. This is in addition to any damage that the pets themselves might incur from Area attacks.
      • Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of the damage, and he himself will take 40 points.
      • Example 2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each, as normal.

    The key point here is 2 shares. So you divide the total damage by your pets+you+1 and you get 2 parts of that. That part I know you get.

    The one thing you or DK didn't mention or bring up is AOE attacks which the above covers in the explanation.
    I realize the intent was good, but none of that is really what this topic is about.
  19. Nox__Fatalis

    Bodyguard mode?

    They really need to change aggressive to defensive in the default controls. I'm betting 90% of MM players aren't utilizing bodyguard mode because their pets are in aggro mode. I recently had to explain how this mode worked and how to use it to two players. One of them new, one of them not new at all lol.
  20. 2 years later and I need to bump this to see if there's a consensus or what. There's topics about what shields to take, etc, but it seems if it's B then resistance stats mean very little for a properly played MM.

    If you already have 75% virtual resist via bodyguard, and your pets don't take less damage from your actual resist stat, then trying to stat resist on yourself seems like a wasted effort.

    It then amplifies the power of defense and -to hit, as all damage mitigation gained from those stats affect the pets equally.

    I guess why it seems odd to me is that the way resist works with bodyguard would be comparable to attacks missing your character but still dealing partial damage to pets while in BG mode.

    If your retort to such a comparison is that thematically BG mode is your pets getting in the way of attacks for you, then in such a case, BG mode should negate 75% of your personal defense stat. Obviously I don't want that, but it would make as much sense as B imo.
  21. The problem isn't as big as it seems. Blueside will always have more players. Now the devs could focus on bringing out new stuff and making changes to the redside while neglecting blue and that would move people around a little.

    But really, as long as there's enough people on the server in general, redside will be okay. If there's a population problem redside, then there's likely a population problem on the server itself.

    Most players act like the problem doesn't exist, and this ostrich mentality discourages the devs from doing what's necessary (mergers or server structure changes to bring players together). And besides the bump that freedom will bring, failing to acknowledge issues that are important to the silent majority of the mmo genre's playerbase (ghost town servers being one I assure you), will just result in a continued decline.

    Perhaps it's impossible to avoid altogether, but acknowledging and reacting to the problem would likely slow this exodus, and at the very least make gameplay more enjoyable for those who are sticking it out.
  22. I realize 50s can group down lower, but I'm not really the assertive asky type. Pretty much anytime I do a search I'm the only person within 5 levels of my own, it's sad. Especially villain side.
  23. Quote:
    Originally Posted by Forbin_Project View Post
    Your subscription pays for server access for 24 hours a day for the full month. NOT just when you decide to log on.
    yeah but I explained why that's not relevant, don't be thick.
  24. Quote:
    Originally Posted by Roderick View Post
    We pay, at most, $15/month. That's 50 cents/day, or 2.08 cents/hour.

    Where would you like your cheque for 4 cents sent?
    Except this particular period of time could constitute any % of your normal playing routine, well probably no more than 25%, but if this was your one day you liked to play per week, that's 4 dollars, not 4 cents.

    I believe that's a better way to think about it, even if it's not perfect. Acting like people play 24 hours a day, 30 days a month only serves to strawman the issue.

    Personally I don't care about the downtime, but I do get annoyed easily by bad arguments.