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Posts
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I'm aware thank you. I played it years and years ago. My point was that there's no point in translating CoH, which has all sorts of awkwardness inherent to it because it was designed to fit the MMO mechanics, when there are already games like Champions which do not have those ridiculous elements in their settings/game mechanics because they were designed for the vastly more flexible realm of pencil and paper and imagination.
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Yeah... I'm gonna say that with all the limitations and stupid crap imposed on this game due to its MMO format and real time nature, it would make a terrible PnP RPG.
Champions would simply be a thousand times better. -
Quote:I'm going to say those were by far the exception rather than the rule.On virtue, I doorsat several farms.
I did not pay anything.
It was usually a guy or two wanting to test their build who would invite a bunch of lowbies to door sit and soak up XP. They usually used LT's instead of bosses, but the xp easily got me from like 7-24 in an hour.
So yes, there were doorsitters and there were people running doorsit farms.
I did doorsit a couple times, but only when my team needed a tanker, or defender, or something, and we couldn't get it. I really wanted to level with the toon I was on, so I would bring in whatever we needed off my second account and have the first toon door sit. But that's not really the same thing, since I'd probably do that with a non-farm team too. -
Quote:Um... You must have never actually played on AE farms. The only people doorsitting were the truly pathetic who were paying people to afk PL them. The rest of us were forming PuGs and doing our own killing of the bosses. Nobody was taking doorsitters unless those door sitters were paying.I thought we went over this: it's because they have to actually hit buttons, rather than sit at the door and act as a XP sponge. Yes, with SSKing, it's possible for one person to do nothing but Sewer Teams, but then they're locked out of the majority of their powers for the majority of the game, and they'll HATE that.
And the ones who pay for it are still getting PL'd while door sitting. So... -
When was there ever a lack of sewer teams? Even when Boss Farming was all the rage (And, btw, there IS an easy way to get almost the same exp as the old boss farms) I never had trouble finding a sewer team. And this was on Virtue, which is the only place I will ever play. I would always roll a new toon and broadcast "looking for sewer or AE", and get one or the other within 5 minutes. 75% of the time it was a sewer team too. The simple fact that blueside HAS the sewer meant that AE farm teams didn't really like to take people under level 10, since if they were any good they could just grind the sewer for an hour or two and be level 10.
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Quote:Actually no... I wouldn't like a game that went on forever... I mean, I would, but not one that I had to continue levelling up in forever. I'd much rather have a game where my character is actually finished at some point, so that I can then have fun playing the game.Wouldn't it be awesome if it you actually spent forever leveling up a character? As in literally forever? How awesome would the game have to be if for you to be willing to play it forever. And how super awesome would it that Death itself wouldn't be able to stop watching you play over your shoulder long enough to tote your soul off into the afterlife. You'd be immortal and entertained!
Although, I suppose if you're more cynical you could view it as some kind of eternal punishment. IE, replace the fire and pitchforks with an uncomfortable chair and an eternal climb to ding level 50 in CoH (undoubtedly on a really bad PUG).
(This post is all in good fun, and I truly regret that you feel the leveling pace of the game has become too slow for your tastes)
So I guess I agree with folks who say we need level 50 content... But I don't think it should be the same textbox, run to door, fight mobs in instanced mission, run to contact, new textbox, etc.
Needs something genuinely new.
I was just saying the other day that the problem with MMORPGs is that there are only two ways to measure one's progress in a game: Impact on the world/storyline, or development of the character's power.
The whole reason there are PLers and farmers in the game is that there's zero, yes zero capacity to affect the game world, or storyline. Nothing I do actually changes the game world. So, the game inherently becomes one of getting more powerful. Coming up with better builds, levelling to 50, and grinding for the IOs to make them uber. There's nothing else to do, really.
Well, RP, but that's not really part of the game, that's something we do while we play the game. And don't get me wrong, I like RP. But I could do that just as easily with a bunch of friends sitting around a table in RL, or in a chat room somewhere, and it would be basically the same RP as I could do in this game. It's not really related to the game mechanics in any way.
Which is a problem with CRPGs in general, no real relation between game and RP. And even in cases where there is some relationship it's generally exceedingly shallow and/or immature (Good/Evil morality points for actions changing your character's alignment/appearance/etc are an example of this).
I think if you're going to have level 50 content, you're gonna need to give us a way to have a tangible, visible impact on the game. The story and world can't stay static. Or it'll just be one more thing to farm so that we can "win" and be done.
And I'm most certainly not talking about shallow PvP mechanics. Items of Power and base raiding don't work here. Playing tug of war between villains and heroes for damage and defense bonuses isn't really having an impact.
What would be much better would be missions where your success/failure has consequences for the city. I mean, we've all been sent to save the Terra Volta reactor. But what if it would actually explode and be unavailable for a while if we failed? What if the Rikti could attack because the power for the War Walls was down?
What if we were sent to stop Dr. Vahz, and failure meant that Vahz spawns would increase throughout the city?
Even better... What if it's not just the level 50s who have an impact? What if enemy groups became more or less powerful depending on how actively they were being hunted, and how many missions against them were being accepted, declined, dropped, won, or failed?
And what if that was what would eventually culminate in some member of Freedom Phalanx contacting a higher level player out of the blue to say, "Hey, <Archvillain> of the <Enemy Group> is about to <insert diabolical scheme>. He/She/It must be stopped!"
There could even be multiple tiers involved... One low level group isn't being hunted much, so a level 20 mission spawns and a call is put out to heroes around that level... And then if that mission is failed or ignored, it escalates to higher and higher level players, with bigger and more pervasive consequences for success or failure at each level.
See... This would actually get me interested in life outside the AE again. Let me actually save something! Let me do something that matters.
And again, I stress this should be PvE content. PvP creates an atmosphere that isn't particularly conducive to hero or villain roleplay, and exposes all the biggest weaknesses of the game (Hey, didn't I just kill you 5 times in a row? Why won't you stay dead? What exactly is the point of our battle, if no one can die, and therefore neither of us can ever truly win?).
But, those are just my thoughts. -
I find running a standard minion/lt/boss mission with a 2 or 3 man team is about as efficient inf/tickets wise as running an all boss farm with an 8 man team was.
It's just nothing close to as fun. -
To the no less than 5 people who downrepped me for posting that I miss the AE:
Grow up.
I have never said anything against how anyone else wants to play the game (Well, against PvPers once or twice I suppose), and I think it's quite immature to want to dictate to others how they should play. "Farmers are lame ROFL!" is not an argument. Me farming does not impact you, but you want to take it away.
The sad thing is I could still farm just as efficiently as ever. It's just not fun anymore because I'd have to do it by myself, dual boxing. Or at most, with a 4 person team to really make money fast. Please be aware that the RMT spammers you hate so passionately are not even slightly inconvenienced by this change. The AE can still be used to farm, quite easily. In fact, this makes it easier for them as they can simply set their difficulty to x8 spawns and not have to worry about getting teammates.
And calling me an AE baby is rather pathetic, considering I have been playing since the game was released (I was a CoH preorder customer), and had a 50 and a slew of 30s and 40s before the AE went in.
I've done literally everything in the game at least once. But the thing is that in the past I've never really played for more than a month or so at a stretch before it got old. The AE didn't get old for me at all. There was no frustration in it, no hassle forming or finding teams, no stress about muling inf to new toons so that they could afford SOs (Tickets pay for a complete SO enhancement by the time you hit 22 and you never ever have a problem keeping up). I didn't have to think about selling salvage and recipe drops at the market even.
I have had my post-i16 AE farm missions authored and ready for publishing for weeks. And they work. I have the toons I set up for it, and they can easily make as much inf now farming as they did before.
But there's no joy in it.
And yeah, I could still run 8 man teams in the AE if I wanted to, for less rewards. And I would, actually, quite happily, because I played the AE for fun, which a lot of you seem unable to wrap your heads around... But just try to find 7 people who want to run AE missions right now. Try, I'll wait.
So congratulations, to those who rejoice in the misery of others: You have not hurt the serious farmers in the slightest. The people you hate are not even mildly inconvenienced by the change you're rejoicing in. But you have managed to steal all the joy I got from the game, and unless the AE scene picks up again, I'll probably not bother to play again for a very long time. -
Quote:This statement makes no sense to me whatsoever.
don't ramp up the difficulty too much while solo'ing
If you're not on the highest possible difficulty setting, you're not really playing. And you're certainly not Bruting. -
Leo_G: You've never played /Shield, have you? The 33% figure he's quoting is WITH combat jumping, AND weave. And the Steadfast Protection +3% defense global. And the entire set of six Gaussians.
This is why Shield is expensive to build on a Brute.
Also, Hand Clap is a terrible power. I don't care if you like it. I don't care how many of your friends like it. Anything that throws 3/4 of the spawn out of your foot stomp radius, and leaves them disoriented so that they stagger away from you, is BAD.You're much better off using the slot you would have used for Hand Clap to get Weave a little sooner, or work towards aid self (Which should be in every /shield build, period), or hell, even take manuevers to save yourself a few million in IO costs.
Almost anything is better than Hand Crap. -
Quote:I will though. The AE is the only place I really have fun in this game aside from working on my SG base. I hate fedex missions. I hate running around talking to contacts. I just want to smash things. With an 8 man team. That's all.I won't miss the crowds in AE at all. And now there are other farming alternatives, I don't think AE will come close to its former prominence. Diversity of mission choice will be better for the game.
I miss the mass crowds in the AE because of the way you could log on any toon, any level, red side or blue, and be in a PuG AE mission in 5 minutes flat. And just nonstop smash until you got tired of it and went to work on your base, or your costume, or logged for the day.
I will miss that a lot
Oh well. At least I have the Majesty 2 demo to play with (And the full game in like another 3 days. -
Too many people in Icon. Not enough people in the AE. Game is not fun at all today. Hopefully the AE will gain popularity later in the week.
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Check your video options... I'm not sure exactly which option it is, but I know that if you have your video options turned down too low, it kills the slow field rippled water surface effect.
I had my options turned way down for dual boxing, and had to turn them back up to see the effect the slow fields made in my base. -
Well, since the Majesty 2 demo dropped, I've been playing that. Majesty is still to this day my favorite game of all time, so...
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Quote:Yes.Doh! Your search-fu is stronger than my search-fu.
Actually, I admit I didn't even bother to search. I mostly wanted to talk about how fun SS was, but did have that little question I figured I should add while I'm making a topic.
EDIT TO ADD: How about a real question then. How much recharge can you get into a SS/WP? Could it get triple stacked rage? Could it get an attack chain on the order of Haymaker -> Footstomp -> Haymaker -> KO Blow -> Haymaker... etc? -
I agree with Panzerwaffen... Much like any primarily defense based set, you will feel squishy until you hit at least 40% defense... And that last 5% is what really makes you feel strong.
Without a fair ton of IO set bonuses... You're going to hate life.
And I have a level 50 SS/Shield. I hated life until I got to 40% defense. And I wasn't really happy with him until he hit the soft cap. Even when you hit the soft cap you're gonna wanna carry at least a couple columns of purples for when you get hit with defense debuffs. You can go from godmode to dead in seconds fighting anything worth fighting if a defense debuff lands. -
Ah, good point. That would actually work out well for me as I could use a personal invention salvage storage vault to look like a vault door that could be closed across the entrance too...
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Well, I'll just say I'm having MUCH more fun with this now that I know how to use the floor tiles. It literally cuts the time needed to build something down to a tenth of what I was spending trying to set the height of every single item individually.
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Well, the base as a whole has cost a fortune, considering I've gone it alone. I have a supercomputer, and I upgraded the plot size. Most of the rooms are the standard 2x2 room size, so they cost basically 100k each. I'm not sure what the 1x2 defensive room I put in to make the sewer crossing cost. I think the 3x3 Studio decorative rooms are only 100k too... But that's still 3 teleport rooms, two studios, two of the 1x2 workshop rooms ('cause I couldn't fit a 2x2 in after I reshuffled the base to fit the two studio rooms in), control room and energy room... That's about 800 or 900k just in rooms, plus 500k for the supercomputer, and whatever my generator and two circuit breakers cost.
I'm just shocked to discover that the decorative stuff really adds up too. Not just the functional stuff (Which I already knew was expensive)
Oh, I should mention, I ran a couple of farms today and got the prestige I needed to finish that telepad bay and one of the other two. Now I just need to pick up about 14k more and I'll be able to finish the third one. Then I can start work on my lounge/bunkhouse area. -
Yeah, it came out pretty well, I'm proud of it
The only downside is it cost a minor fortune. There are 116 desks in the wall you see there. At 100 prestige each, the wall cost 11,600 prestige.
I actually ran myself out of pretisge before I finished the wall separating the two telepads from each other.
Somehow I get the feeling I'm going to be measuring my farming success in number of desks I can pay for, for a while.
It'll probably cost me 50-100k to deck out the studio room I'm intending to make a lounge on one floor, and a bunk area above. -
I think I actually found a really good solution!
Check this out:
http://xs843.xs.to/xs843/09370/scree...7-34-20850.jpg
I used the grey straight counter from the desks set to make a large cinderblock look. The texture even looks vageuly concrete. -
Soooo... I've finished the sewer entry to my base, thanks to learning to use the floor tiles making it go 10 times faster.
I'm now trying to come up with a look for my telepad bays.
This is my base layout, so you can see how I've got the telepads placed:
http://xs843.xs.to/xs843/09370/scree...5-49-44663.jpg
This was my first attempt at putting a facade on the bays:
http://xs843.xs.to/xs843/09370/scree...5-51-14923.jpg
And this was my second attempt:
http://xs843.xs.to/xs843/09370/scree...5-52-09560.jpg
The goal is to make each telepad have it's own "room", with an entrance.
After coming up with the first design, I just felt it looks too medieval/arcane. It might fit in a sewer room, but it looks too gothic/old fashioned for inside the base itself. I don't want an arcane or sewer look.
So I built the second one. The things I like about that design are the small dooways, and the beacon displays right on the walls to either side of the entry.
What I dont' like about it is that it looks like a corporate boardroom.
What I want it to look like is something like a warehouse. Something that would fit the "dingy" scheme. Sort of industrial but not shiny perfect science lab.
Can anyone give me some ideas here? -
Ah, I see. I was using the EZ Flooring tile from the tech set. That explains why it wasn't working. Things shall get much easier with the use of those tiles
Or at least much less time consuming.
I have to say though, the one thing I would KILL for, which should be a fairly simple thing, would be keyboard based "nudge" controls. Basically letting you select an object and hit say, shift leftarrow, or something like that, to move it exactly one unit in that direction. That would be a huge timesaver. -
Can get spammy if someone has called in gang war