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Posts
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Joined
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Fix PVP for the Casual PVPer.
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Why? Casual PvPers have lots of other stuff they can do in game.
It's the hard core PvPers, who would rather be doing PvP than anything else, who the game has to be fixed for. -
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Until then, as long as there are civvies there, heroes of any level should be allowed to go there too, frankly.
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Oooh, love the RP logic. -
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I suspect the same is true of WAR.
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Nope, I doubt there are many people who have played WAR and not tried PvP. You could avoid it if you tried really hard, but if you follow the storyline you will be lead into PvP. It's not a matter of having to wander into gank-zones in order to get stuff you need though. The key feature are the instanced scenarios - and if you go in, you go in to fight. -
I think the lessons need to be learned for CoX2. If they are going to do PvP (and, as GG says, it does fit with the comic book hero theme) it needs to be part of the core game - something you will be introduced to naturally through play, not something way off to the side. WAR made a good job of this. CO looks like making the same mistake as CoX: however good or bad the PvP is, they are shunting it off to the side in arenas, condemning it to be a minority activity.
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Update: logged back in and found I had the badge. Must be some sort of delay/bug in updating the progress bar.
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I did miss that info, then; if that's true,
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Don't think it was in the patch notes, it was never intended that you could earn multiple badges at a single location, that was a bug, it got fixed. -
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It would seem the message is tailored for the 21 days duration while the time requirement itself is still tied to the original 30 days...
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I have had some day job badges after 21 days though...
It could be that some badges are correctly set to 21 days, whilst others remain at 30, but the game give the badge awarded message after 21. -
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Furthermore, Praf... in test server, logging out in some locations awarded me several day jobs badges at the same time (for example, Hospital in Cimerora, or Helicopter in Bloody Bay), but in "live" game I'm just making some kind of progress in 1 of the several badges available (Cimerora, not Hospital, Helicopter not Predator PvP).
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I think this was a bug fix, the intention is you can only earn for one day job at a time (apart from Patroller). -
I've been suspicious that day job time wasn't always being awarded properly for some time, but I've just had confirmation, by the game it'self.
I should have achieved the Predetor badge on an alt today, and when I logged on I did indeed recieve the message "Congradulations, you have beed awarded the Predetor badge" message in the chat window. However, No actual badge. When I checked the bar it was on 76%, which was back where it was last time I logged on.
Just a heads up, I expect there is a lot of this passing unnoticed on frequently played characters. -
No, PvP was brought in for the Korean launch, because the Korean market is very different, and a MMO without PvP is unthinkable. Why where Cryptic told to adapt CoH to the Korean market? Because NCSoft is a Krean company.
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and to make the game more attractive to all potential customers.
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Subscription numbers show quite clearly that it failed in that regard.
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theres is still room for improvement with all things.
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To improve something you need to change something. Changing a game some people enjoy playing is bound to tick off those people, even if those changes are, generally, an improvment. I think Chess would be a much better game if you tinkered with the rules a bit....
Sometimes things are better left alone, even if they aren't perfect.
PvP is great, if it is designed as part of the core gameplay experience, but it doesn't work as a tagged on afterthought. PvP needs to either be a central piller of gameplay, or is should be left out entierly. No MMO needs to have PvP, there are plenty of people who don't like PvP, and plenty of others who are indifferent to it. No MMO needs to have crafting, or whatever other gameplay element you can think of. that is the trouble with the current market. Developers think a MMO needs to do everything, and it ends up doing nothing well. There is no reason why you can't have MMOs for people who like PvP and different MMOs for those that don't. People don't expect that all turn based stratagy games should have a FPS element, why should MMOs try to do everything? -
Compare to WAR. WAR is avery similar game to WoW, but better in almost all respects (yes, I've played both). Lots and lots of WoW players tried it, but most of them went back to WoW, and WAR is struggling to survive. Why? Because of established brand loyalty and the time they have aready invested in WoW.
COs launch will be the same. Most CoX players will try it, but unless it is much better than CoX, most of them will drift back to CoX, simply because of brand lyalty, and the time they have already invested in it. It wouln't be enough for CO to be just a little better for it to compete with CoX, and the way it is shaping up at the moment it isn't even that.
CO would have had a chance of finding itself a place in the market by targeting the console market, where it is not in direct competition with an established product, but it looks like they are having technical trouble with the console version.
Therefore, CO will go the way of TR. If it suvives the whole of 2009 I will be suprised. -
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But you are way wrong if you think that announcing a future Co2 will prevent people from currently moving over to and possibly likeing CO.
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Oh, lots of people will try CO, but they are more likely to come back to CoX after they discover it sucks, rather than move onto something else, if they think a sequel is on the way.
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The only way COH2 has a chance is if they announce it before CO comes out.
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Anounce it to soon and the buzz will have fizzled out by the time CO is launched. And given it's current state CO will be very late (or very unfinished, in which case it becomes irrelevent).
By the time CoX2 actually launches, CO will probably have shut down anyway. -
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It may need PvP but it's not going to get it in any meaningful way.
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This is true.
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This is not because of percieved imbalances of powers per se but because the invention system has created a few haves (many of whom like to PvP) and a majority of have nots.
This means those who arent loaded with inventions havent a chance against those that have. And, realistically, they can never get them. So they're gonna get fed up losing and not bother with PvP.
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This, however, is not, since issue 13 diminishing returns has pretty much nullified any advantages gained from inventions, which is one of the reasons PvPers who have spent a lot of inf on thier characters are so unhappy.
And it's worth noting that the issue in which invetions where added, issue 9, was the most successful recent issue in terms of increasing subscription numbers. People like phat loot. -
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You don't like PvP.
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Actually, I quite enjoy the odd bit of casual PvP (or at least I did before issue 13, I can't be bothered to learn the new set up), I just like PvE better, and think PvP is a massive time-sink for the developers.
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We like CoH because of the costumes, not PvP.
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This is where I draw the line. You do NOT speak for everyone. You most certainly do not speak for me, and I enjoy the apsects of PvE just as much as PvP. So please remove yourself off the My Little Pony you call a high horse.
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I was simply resonding to a particular comment that was dismisive about costumes.
It's not just the costumes I like, I like the whole of the PvE gameplay, I was making a generalisation. -
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first i want a dev confirm it, then i can believe it.
They won't confirm it until they are ready to anounce it with a big splash, which will likely, just by coincidence, be around the same time as CO goes live.
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That's kind of after the horse has bolted don't you think?
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No it isn't. As the Massively article points out, people are more likely to stick with CoX if they think it is going somewhere (which is why the idea of character transfer is so important).
As it is, it won't matter anyway, as CO is going to bomb, but they would have made thier plans long before that became apparent. -
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first i want a dev confirm it, then i can believe it.
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They won't confirm it until they are ready to anounce it with a big splash, which will likely, just by coincidence, be around the same time as CO goes live.
Take a look at SWTOR. Many of us suspected it was in development for well over a year, right from the time we knew Bioware where working on a MMO, but they left the official anouncement until they where ready to make a splash with it.
You don't need to be told to work out what someone is up to, you just need a bit of intellegence. -
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Even when slotted without the rest of the numina set?
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Yes, it works just fine on its own. Rest of set most definately not required.
However, Numina only works for 120 seconds if it is slotted in a click power, which is why most players slot it in Health, to make it active all the time. Are you sure that's where you slotted it? It would also not work if you exemplar below the level at which you took the power it is slotted in.
Winters Gift slow resist is slightly different in that it works all the time even if the power it is slotted in isn't active. -
Well NorCal are working on something as well as CoX, and the Aion engine is available to them, and I don't think there would be much milage in trying to pach up the current engine...
...it's probably just educated guesswork. -
Yeah, you probably just need to drag the power from your tab (listed under "day job powers") to your try.
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IMO Essence Boost (3 heal, 3 recharge) is the key power in PB tanking, and the power that gives them the tanking edge over WSs.
I would put 2 more taunt durations in taunt too, holding aggro is the dwarf's weakness compared to a proper tank. -
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that's the underlying problem (probably) why I can't tank and you can.
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Nope, I don't think it is...