PC_guy

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  1. Quote:
    Originally Posted by Steampunkette View Post
    And that's where you're wrong.

    You've got the information into their hands. Congratulations. That's all you -can- do. What they -do- with that data is their job. They don't need to talk to the PvPers more in order to find out what's wrong. They know. Now they just need to take time to fix it.
    i really don't think time is the issue here. even with everything they've been working on, there is plenty of time within a 3 year span to, at the very least, do simple bug fixes. bugs that have been around that long.

    yea, they don't have to talk to the pvp community, but its common courtesy. its not just on the forums either, i've had friends go to SDCC and ask ww about pvp only to get shut down. the fact of the matter is that if any playerbase in any game got a massive change like that to the point where it makes a game not fun, any remaining people who wouldn't have left from /rage would be doing everything they can to try and get a fix.

    Quote:
    All that's left to do for the playerbase is wait. Taking it to the forums won't do anything at this point.
    waiting so that the remaining pvp playerbase leaves so the devs don't have to do anything about it? brilliant.
  2. Quote:
    Originally Posted by Steampunkette View Post
    Simplest and best possible I can suggest for you to ensure you get the "Right" form of feedback to the Devs.

    Make a website. You can get a little "Freebie" site from any number of providers and toss up a few pages of information, numbers, reasoning, and other information without it being ruined by the people who just shout "i12plzkthx" or cross-contamination from people who don't PvP.

    Get together with the PvP community and discuss what needs to change. Not just your cadre of friends, but ALL the PvPers, get together combat data from all the thousands of logs you guys have surely got, anecdotal evidence, testimonials, get some of the more mathematically minded and creative individuals to put it into spreadsheets and graph data.

    Get a handle on what the variables are and show what happens when each changes. Offer suggestions for alternatives to DR and auto-resistances in PvP that balance the classes out, rather than making Arena PvP the only way to PvP a "squishy" without getting insta-ganked.

    Make a listing of common tactical actions (Spike damage, aggro management, force movement through effects or baiting, etc) show how tactics should and can win a fight beyond what bare numbers can do.

    Then load it up onto the site with an easy to navigate index and link the Devs to it, then post a link of it in the PvP forums to get some feedback on what you've got, see if anyone can find flaws or make suggestions.

    And bam. You've suddenly got an easily referenced and cataloged argument for PvP revamps to give to the devs wrapped up in a bow, making all of their work easier by far, since the data is provided. Toss on a few exclaimers to the site that you relinquish all data and suggestions on the site to Paragon Studios for use as they see fit to cover the legal bases.

    Isn't that far better than paying a Dev to sift through all the forums trying to find useful information under all the facepalms and "lolwut" posts? Heck! Put a Sign In Page on it so players can put their Global Handle to it, to show solidarity and back it up so the Devs know that the PvP playerbase is behind the information and changes you offer. Not a petition, mind you, but a symbol of acceptance.

    Link me to it, once it's done, and I'll gladly toss @Steampunkette onto the list.

    -Rachel-
    we basically already have this in the 4 sticky'd threads in the top of the pvp sections. as well as multiple people PMing various devs with changes/question. thats not the problem.

    the problem is the devs/paragon studios/whoever acknowledging theres a problem, listening and communicating with the player base, and ultimately fixing these problems. if you say the word pvp to a dev they instantly say "i can't comment on that".

    there has been no (zero, zilch, zip, nada) communication or interaction with the pvp community by the devs to the pvp community since i13 hit(and even before so). until that gets fixed, there is no way to fix anything.
  3. Quote:
    Originally Posted by Quinch View Post
    What I find fascinating about these kinds of threads is that among all the shouting how PvP is broken and how things need to go back to way they were, I've yet to find a single argument as to why it's considered broken {other than the obvious, of course}.
    http://boards.cityofheroes.com/showthread.php?t=238513
  4. Quote:
    Originally Posted by Jibikao View Post
    Oh... CS's damage is bugged in pvp right now or in pve as well? My Stalker has CS and its damage seems to be the same as Total Focus. I thought PvP formula puts more emphasis on activation time? TF has 3.3s and CS has 2.8 something? I assume TF has better damage than CS but I don't pvp in this game... what do I know. lol
    their base damages should be the same, CS doing abit more since it can't crit. CS's base damage is now 440 in pvp where total focus's is 240.
  5. Quote:
    Originally Posted by Steampunkette View Post
    I must resist the lulz...

    That's... a massive amount of work to just add on to someone's workload. They didn't hire on a ton of new people to continue putting out the same small content updates they had been... They've all got fairly full plates.

    And then asking them to sift through however many "lolPvP" and "13PvSuck" threads and posts for serious and important feedback...?

    They'd do -far- better by hiring Je Saist.

    -Rachel-
    no one is better off by hiring sai for anything.


    but honestly, I really don't think it'd be all that bad for a current mod.

    keep in mind the way to go about that would be to put for some effort, where the devs actually listen to the 5+ issues of feedback on how to fix everything. All pvpers want is to be heard.
    the fact of the matter is, all those threads have degraded into "pvpsucks" and "loli13pvp" threads because there is little point to repeatedly putting effort into a thread that you know won't get taken seriously by the devs because the ones that actually do use numbers, logic, and reason, don't get any attention.

    putting a dev(i guess it'd be more of a community rep) to simply relay the information would be a simple task that has apparently proven to much for the current dev team.
  6. Quote:
    Originally Posted by BurningChick View Post
    So ...

    Pay a dev $30k / year to be the PvP guy.

    Pay out about another $30k for insurance, infrastructure, benefits and what have you.

    Pay to train him past his "drain on resources" phase (anywhere from 6 months to a year, IME).

    And hope he brings in enough new subs to cover the cost of everything.

    If NCSoft's profit margin right now is bout $5 per sub per month (note: guess!), you're looking at needing about 1000 new subs (minus box sales) for a whole year just to keep this guy going. And you're not recovering other expenses like hardware upgrades. Or things he absolutely can't do like coding.

    Ummm ...

    Not sure if there's a good business case there based on past experience.
    or just take an already existing mod and add pvp relations to his to do list.
  7. Quote:
    Originally Posted by Vanden View Post
    I really love the way IOs let you build your character to great strength, but there's a downside; for a lot of my characters I literally don't remember how they played without them.

    For example, you might tell someone asking about Banes that they are strong but somewhat squishy and I'd want to say "What?! My Bane never dies and can easily solo multiple boss at o... oohh, that's right, I softcapped him." Or someone might complain that soloing psi-resistant mobs on a primarily Psi-dealing character makes them want to kill themselves, and I'd want to say it's not that bad on my Mind/Psi dom... but then I remember that I have such high levels of recharge I can pretty much chain Levitate and Telekinetic Thrust endlessly and I'm very likely to have my Toxic Tarantula out as well.

    Anyone else unable to help newbies with the sets they have the most experience with because of this?
    No
  8. PC_guy

    I like the sound

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Body Blow -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg(9), C'ngImp-Acc/Dmg/EndRdx(11), Mako-Dam%(11), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(7), Numna-Heal/EndRdx(7), Numna-Heal(9)
    Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(13), P'Shift-EndMod/Acc(15), P'Shift-End%(15)
    Level 6: Power Siphon -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17), AdjTgt-EndRdx/Rchg(17), AdjTgt-Rchg(19), AdjTgt-ToHit/EndRdx(40)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(46)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(21)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(21), Numna-Heal/EndRdx/Rchg(37), Numna-EndRdx/Rchg(40)
    Level 18: Super Jump -- Winter-RunSpd/Jump/Fly/Rng/EndRdx(A), Zephyr-Travel/EndRdx(19)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A)
    Level 22: Tactics -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(23), GSFC-ToHit(23), Rec'dRet-Pcptn(25)
    Level 24: Stealth -- LkGmblr-Rchg+(A), Ksmt-ToHit+(25)
    Level 26: Repulsing Torrent -- JavVoll-Dam%(A), JavVoll-Acc/Dmg(27), HO:Centri(27), HO:Nucle(29), Posi-Dam%(29), ExStrk-Dam%(31)
    Level 28: Instant Healing -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(31), Mrcl-Heal/EndRdx/Rchg(31), H'zdH-Heal/Rchg(34), Heal-I(37)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Concentrated Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Dmg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), Mako-Dam%(34)
    Level 35: Confront -- Zinger-Acc/Rchg(A), Zinger-Taunt/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Acc-I(37)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-EndRdx/Rchg(43)
    Level 41: Spirit Shark -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43), ExStrk-Dam%(43)
    Level 44: Hibernate -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(45), P'Shift-EndMod/Rchg(45)
    Level 47: Spirit Shark Jaws -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), G'Wdw-Dam%(48), GladNet-Dam%(50), UbrkCons-Dam%(50)
    Level 49: Phase Shift -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  9. Quote:
    Originally Posted by CityofChange View Post
    Doesn't really matter. People are noticing. Philly, Psy and myself aren't Triumph regulars but we are interested in pvp events here.

    Stromie being proactive is better than any other alternative. Wouldn't you agree?
    not really.

    we had a few events a few months(kickball, zone events, ladders) back that generated a fair amount of interest on the forums from both regulars on the server and people who don't play on the server. yet no one ever showed up. and after 2 months of trying and advertising we gave up cause no one showed up.

    being proactive about something doesn't really matter unless it effects your end result i.e. people showing up.
  10. Quote:
    Originally Posted by Jibikao View Post
    Oh.. I forgot that Scrapper doesn't have Energy Melee 'cause I was going to say that Total Focus should achieve higher damage but it's only on Stalker.

    Then yeah, Concentrated Strike should do the most ST damage in one hit on Scrapper minus critical.
    even if total focus as a direct port, it'd still do less damage than the current incarnation of CS. just because CS's current base damage is easily double what it should be. its base damage should be on par with Total focus, give or take 20 points.
  11. Quote:
    Originally Posted by Steampunkette View Post

    What PC guy is asking for is something else entirely: A Liason. Someone who goes between the PvPers and the Devs and carries their concerns. But if the Devs plan to hire a PvP Liason I'd want an RP liason first. If only to help get the canon sorted out, and some of the more specific stuff put into the game or altered to fit the storyline.
    which i don't think is unreasonable. the big difference between the two is you have devs directly tied to RP (jay and babs to some extent) where as pvp doesn't.

    but an important thing to understand is that pvper just want their voiced to be heard which for the longest time, they haven't. putting 1 dev in charge to sort out the absolute mess the current dev team has made it is completely unreasonable. it'll take the entire dev team to fix it and atleast one (or at the very least, one of the current devs to act as a liason like RPers have) to maintain it.
  12. PC_guy

    The New Flight

    Quote:
    Originally Posted by FourSpeed View Post
    That's a possibility certainly, but hardly ideal for a few reasons.

    1> Celerity is 5X more inf than Freebird (this morning's prices), and in my
    case, it would also entail respecs (more a pita than a problem)
    2 hero merits could be gotten in your spare time. i mean really getting inf and especially acquiring rare recipes has become very very easy thanks to alignment merits.

    Quote:
    2> Fly & Sprint at same time (to maintain Stealth while patrolling) is pretty
    spendy on End -- especially on a tightly built, staminaless stalker.
    won't be a problem in i19

    Quote:
    3> My travel powers have binds, and of course, you can't turn multiple
    toggles ON with a 1 press bind (although OFF is no problem)
    I don't really see how this is a problem. you really shouldn't be turning your toggles on and off in zones.

    not trying to argue with you, just presenting options
  13. Quote:
    Originally Posted by Steampunkette View Post
    PvP Zones, PvP IOs, Arena, PvP Revamps, Base Raids. All of these things have been added to the game in the interest of sparking more PVP interest. They've failed fairly miserably, with very little if any change in the net number of PvPers in the game, save for the i13 changes which turned the zones into ghost towns.

    They've already got a strong Roleplaying playerbase they could create stuff for, instead.
    well they had a fairly strong pvp playerbase before they drove them all away. also i think its important to note that everything since RV and pvp zones, was in complete disreguard of pvp player feedback. see lighthouse's "i13 wasn't for pvpers and obtw im leaving" post.

    Quote:
    More emotes, interactive emotes (hugs, and such) new costume pieces, a Secret identity system, personal apartment/bases, Base design revamp, more base items, more base textures, personal nemesis systems, new travel powers and power pool customization, more power customization in general...
    didn't we just get the party pack? and don't they add new costumes and emotes with every issue? and wasn't there a massive issue about power customization relatively recently? I do agree that bases need love. hopefully when they bring base raids back



    Quote:
    They've tried and Failed to get a strong PvP presence, and have thrown money at the problem for long enough. I'd rather they moved on to another subset of the players and handed out some new toys.
    except they really didn't. they tried to make pvp more accessible to the people who have never pvped which isn't wasn't and never was the way to go about it. disregarding a current playerbase of any community for a massive change isn't the way to go about it. they never really tried to work on pvp, they just kind of half ***** it and when it back fired they washed their hands of it and literally haven't talked about pvp or anything related since 3 years ago. see all the pvp bug fixes that have yet to be changed in 3 years.

    Quote:
    So you'd rather they spend money on a Dev to focus entirely on PvP, which requires not only intimate knowledge of how the powers system is balanced (Castle) but how the Game's more basic systems work (Positron) and a comprehensive understanding of the tactics PvPers will use in different situations..?
    No. I want a collaboration of the devs to work out everything pvp related. and base raid related. which could all be done within the span of 1 issue. which for not acknowledging a certain playerbase exists for the past 5 issues i don't think is too much to ask for.

    I'd like 1 dev to accurately listen the player base and report back to the other devs because the current dev team has shown an amazing inability to do so in regards to the pvp community. and from the times i've talked to mod08, he's basically doing this. granted i don't know how vocal he is (he says very but D.

    Quote:
    There are no numbers. But I've known far more RPers (even in passing) than I've met PvPers in zones or around arenas, even pre i13 PvP. Anectdotal evidence (I.E. not evidence at all) but that's all either of us has. However, with the collapse of the PvP Playerbase I think it's a safe bet that there are more casual, medium, heavy, and so forth RPers than casual or heavy PvPers
    note this isn't entirely true. as a matter of fact there were afew numbers. in lighthouse's goodbye post, he cited the pvp community, which he defined as being players who spent on average 1 hour a week in pvp, to be around 10-15% and that was given around i11 beta. it's also safe to say that the community like any other, fluctuated and could have easily been as high as 20% at its peak. now clearly after i13 that number dropped considerably but that was entirely dev caused.

    also just saying that you've met more RPers so there must be more of them isn't quiet as substantial as it sounds. especially when you facter in that up until the character copy tool was broken, the majority (almost all) high end pvp took place on the test server. and also that Rpers are a much much more social group than PvPers and most pvpers never want to be noticed anyway.

    Quote:
    The players and the developers are on different pages for different reasons. Let me explain them.
    The developers want to have a PvP player experience where all archtypes and avatars have a chance to win in a fight.
    The vocal PvP minority does not.
    this is entirely not true. the pvp community does not, in any way, want a experience where not all archtypes have a chance to win.

    if we did, we'd be happy with the current incarnation of pvp. hell pre-13, many many many more ATs and powersets had a better chance to win than they do now. I don't know what pvp community you've been talking to, but going into RV and being overrun by scrapper with hibernate and sharks and your buffing characters are completely useless isn't a fun environment.

    Quote:
    anybody who actually bothers to listen to the guy who actually has proven, multiple times, that he knows what he's talking about, already full-well knows the arguments and counter-arguments.
    >.>
    <.<

    macskull?

    Quote:
    Listen to me. I do happen to know what I'm talking about.
    I really really doubt that.

    my personal favorite was when you claimed to have only been wrong once in 4 years then advised someone to make a spines/shield scrapper for max damage. phat lulz ensued.
  14. Quote:
    Originally Posted by White Hot Flash View Post
    If the merits aren't worth doing the trial for, find a different reason to do it. If you can't, don't run it. Content doesn't have to be for everyone.

    Frankly, saying reward/=time spent, and only talking about merits is getting real old.

    This trial takes time and effort. Making the reward bigger doesn't change the fact that you have to develop strategies and practice. If it can't be done successfully every time you run it, I say great. It's about time there's something to do that doesn't have an easy button.
    well yea but a task that requires you to have 24 people to run is much harder to do when the only incentive to accomplish such a a task is for the sheer challenge of it. make the reward bigger doesn't change the difficulty but it makes it more enticing for people to run making it easier to find willing bodies which for some people, is the hardest part of the trial.

    people will do it once for the badge, merits and to say they've done it and then probably wont do it again because it has little replay value due to not having a decent reward.

    I don't think anyone wants the trial to be easier or less difficult or have an easy button, personally i think its about time they implemented something hard atleast in terms of everything else in game and even if it is a watered down a pointless version of its form self.
  15. Quote:
    Originally Posted by Castle View Post
    The Cathedral run *should* be giving 21 Merits for first completion. Internal testing results in that value. I'm having this investigated.
    .
    I don't think that really helps the rewards for the trial since it still isn't worth doing after the first attempt, rather many people will do it once for the badge/experience and there is little incentive to run it again. even if it is 21 merits for the first run, 10 merits after for the amount of work put into it is laughable. Now of course this is what happens when rewards are based on time (which is i assume why the merits were set so low in the first place) but there should be something else rewarded to make the trial worth doing. maybe an HO reward or a buff to the temp powers rewarded. (or you could bring back base raids and IoP, but thats an entirely different can of pvp worms so who am i kidding with this one). I'm hesitant to bring up the difficulty and how to change it because i really like how there has finally been something added that is hard to do but at the very least, there has to be some reason to do it.

    just my thoughts on the trial
  16. Quote:
    For me, it's all about being 50, PvP, lvl 50 content and completed IO'ed builds coming together...
    wait, since when did this game have level 50 content? and since when did IO'ing a toon have a point?
  17. PC_guy

    Ultimate Respec

    Quote:
    Originally Posted by Mylia View Post
    Wut are badges?
    more importantly why do people care so much about badges when the large majority of them have absolutely nothing to do with the game?
  18. Quote:
    Originally Posted by CityofChange View Post
    Stormie-

    No matter the outcome keep hosting and providing events. You've generated interest from myself, Philly, Psy and others. I fail to see how it's NOT a good thing that people are noticing.

    Take your ideas add them to some feed back you've been receiving and run with it.

    Any pvp is better than no pvp.
    didn't this entire thing result in no pvp?
  19. PC_guy

    Super Side Kick

    Quote:
    Originally Posted by Hollows View Post
    So now that we can have up to 5 additional levels in pvp, does that mean in SC we can have lvl 38 io's? Or is it still maxed at 33?
    the levels of stuff doesn't change, you just get the powers now. thats it.

    everything is the same in how you slot pre-chance, now you just get your next 5 levels worth of powers.
  20. Quote:
    Originally Posted by EvilGeko View Post
    Misaligned is right though about the difficulty. This trial isn't hard. Anything a substantial number of people can do on their first try isn't hard. The CoP is would be the intro raid in other games.

    However, you are correct as well. Without the rewards lining up with the content, people will do this for the badge then move on. There are multiple things I can do solo that reward more when you consider the set-up time involved here.
    but he also pointed out the major flaw in that a successful run is completely dependent on the players and that alot of servers have trouble finding 24 people to do it, let alone those be competent players, which from my experience is becoming increasingly harder to find. but you're right, theres no point for those people to learn the trail and get better and use other strategies than "get a bigger hammer" if theres no reward for doing the trail, or when the only reward is so small that there isn't a point in doing it more than once. I'm still advocating a fairly large buff to the temp powers(mainly because you can't farm these) since, as you stated earlier, a change to the merit reward would make it an easy farmable trail once people actually learn it.
  21. Quote:
    Originally Posted by macskull View Post
    Oh christ, you are Charnobyl Man? I don't know what build you're running but you need more HP, knockback protection, and a crapload more +acc, because when your hit rolls with Char are less than 10% against my Fort without any external buffs and I can KB you with TK Blast, your build is bad.
    but he's having fun and got to 350 rep so all builds be damned.
  22. Quote:
    Originally Posted by theOcho View Post
    We are aware of the issue regarding Mace Mastery for Controllers and will be addressing this soon. Sorry about that!

    Thanks,
    how about some pvp fixes? ya know, while you're in an addressing mood
  23. PC_guy

    Why no 2xp??!!

    Quote:
    Originally Posted by UltraBatz View Post
    I'm still waiting for the "bonus prestige for every member in your SG" event
    because prestige has so many uses.