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Ok, I'm milking an answer out of this,
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1) they're too expensive for casual players
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How? Do you have a single person SG and expect a large base? Cause that's not going to happen. At the moment my SG consists of 2 people, and given that the combination of time change and work are kicking my [censored] I'm running fairly low on play time, we still meet the 50k rent with left overs. Large amounts of left overs. When I'm in full swing we tend to pull in about 100k a month, but we keep our alts in the SG for the most part too.
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Not a large base. But how about a functional base, that's worth the effort to build and maintain, for a (say) 5- or 10-person SG? An SG of peoplt who, like me, maybe play 5 to 6 hours per week, apiece?
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2) they don't have anything to do with our day-to-day activities in CoH/V
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Yea, cause those porters, medical bays, salvage containers, empowerment stations, inspiration holders, and enhancement containers, don't do anything at all. I should point out my SG has all of the above, despite not reaching active membership of over 4 since CoV came out, and dropping to 1 at a few points.
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Teleporters: the transit system in CoX is already so well designed, that itis rarely needful to have teleporters in your base. I think I've used the YP's teleporters ... twice. To try 'em out. Otherwise? even my sub-14's cn get everywhere they need to be as fast, if not faster, just by running there.
Nonetheless, the YP's leader has placed no less than FIVE teleporters, each with two beacons, in the base. That's a huge, huge outlay in prestige and salvage ... for what? What's the pooint, really?
Medical Bays: Let's see, I can go to teh Hospital, and *poof* I'm at 100% HP/E. Or I can go to the SG base, and - unles yet more prestige and salvage have been spent on multiple auxiliary parts - be at maybe 25% HP/E. Uh ... yeah ... not useful.
Salvage Bins: eh. I dump all my salvage into the SG's bin for only one reason: I won't ever, EVER, use it myself (until Inventions come into the picture, anyway). Otherwise? Useless.
Empowerment Stations: ... what a friggin' waste of salvage THOSE are. Count me the heck OUT, thanks.
Inspiration Bins: ... if it were an Inspiration vendor, it'd be useful. Maybe. Assuming it sold ofr a discount, compared to NPCs. Otherwise? Good gods, why bother??
Enhancement Storage: riiiiight; so we're supposed to BANK those ENHs now, instead of selling them to make up for lost INF income? Uh, no. -
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What is your favorite travel power and why?
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I don't think I have a favorite; I like them all.
Teleport - it's just a neat idea; I do could wish the animation time was shorter, or that the built-in Hover was longer (say, "10 seconds or until you try to move, whichever ocmes first"). But ... it's damned fun, plain and simple. ^_^
Superspeed - it's just such a RUSH, to be able to *zoooooooooooom* down a long street at superhigh rates of speed. A lot less practical than the more-vertically-enabled powers, but just so much fun to use!
Superjump - probably the "best" travel power, as it gives a good ocmpromise between Fly's "go really high" and superspeed's "go really fast".
Fly - okay, everyone who DOESN'T want to fly in real life, but ISN'T afraid of heights, please put your hands up. Right - the one guy who's hand is up? Put it down, you LIAR. ^_^
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And yes, there's the "Un-Travel POower" to consdier too: Swift+Hurdle+Sprint. Slowest, lowest, and least-able of the ways to get around town. BUT it does have advantages. First, for a build planning on Stamina, you spend no extra powers getting to Stamina. Second, you can have your travel power at level EIGHT.
Triple-slot Swift and Sprint for run-speed (costing four enhancement slots from levelling), and you're going about as fast as unslotted fly. Not great, but functional. ^_^ -
I think the folks from WoW might also get a bit unhappy trying to kill a /Regen scrapper, too. "WTH, he's healing as fast as we can hurt him!" ... "WTH, we finnally get him down a lot, and now we can't hurt him at ALL!" ... "WTH, after six hours of work we finally dropped him - and he got right back up?!?"
Heh. ^_^;;
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Or a good, solid Tanker ... say, Inv/ ... can you imagine a WoW character trying to kill that?!?
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Not that CoX characters don't have some unique advantages....especially in three-dimensional movement of our characters. In that, we pretty much own most games in the market.
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'S'truth, that. And COX has another big advantage - unlike most other MMOs, our Buffs and Debuffs are KING of thebattlefield! A crew of flying 'trollers, Defenders, and Blasters ---> lay waste to any non-SciFi MMO population. With nary a healer among 'em, too!
As for PvPing a spaceship? Gimme a 50, and I'll take it on. Sure, a L50 PC won't be equal to Statesman ... but, he took out SEVERAL starships on his own, yes? I think a team of eight PCs could take on a couple EVE-scale ships. Especially given the limitations those ships'd be under, what with operating in an atmosphere.
(Out in the void ... you'd have super-hero designed starships ... or no PvP at all.)
I'll grant you, against a Jedi, or just someone with some good, high-tech firearm-equivalents, things might be dif-
No, wait. Rikti have those. It might be a bit more fair, but ... not THAT much so. ^_^ -
Or as a Scrapper ... turn on MOG, or Elude, and laugh in their faces when they can't touch you back.
Or heck, just plain FLY AROUND, laughing at all the ground-bound peons below you ...! ^_^ -
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If I was able to jump and higher/further with the jump jet, then I would land in a different MMO.
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HA! Good one! -
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I LOVE the jump jet. No, it doesn't go far horizontally, but it makes getting on top of buildings or over walls before travel powers no problem at all.
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Yes.
Does everyone remember the early and common missions in Atlas, to the "west" of Atlas' statue ... on the bottom side of some fairly tall concrete retaining walls?
Getting back up over those walls used to always be a PITA. With teh Jump Jet? Easy as pie!
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I just wish I could have gotten it before the CoT hunting mission in Kings Row on my newest character, instead of running around a building looking for a fire escape to take out a nice CoT spawn at daybreak, only to discover this building didn't have a fire escape. And, then having to wait until night again before I could finish the mission.
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Word of advice: with Hurdle or Combat Jumping ... you can "climb" the KR buildings, by running at the wall and jumping, window-sill to window-sill. Looks silly as heck, but, it works. My first-ever character used to do precisely that, all over the place in KR, from level 6 and up.
Of course .. the Jump JEt renders that trick UTTERLY unneccessary. Yayy. ^_^ -
Could be neat. As other ocmments here have indicated, the geometry is already done. Some I7-ish touch-ups, and the zone could get interesting. VERY interesting.
Picture the chasms and such as still being there - the tops of the various "pillars" of ground being levelled off, with buildings rebuilt atop them. Bridges between pillars, and even between buildings at different elevations. The chasms only partly filled in - enough to allow for some narrow parkland areas and/or major roadways, with stairs (and maybe elevators) up to the top of the zone.
Thus, you have the same vertical "wow, that's neat" effect of the current Faultline ... but ... you no longer have the "AAAAH! how do I get back out of this pit!" problem of Faultline's vertical nature. -
Just an aside, but I re-read that interview, and Voss comes right out and explicitly says Faultline is getting rebuilt:
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Is there a plan to eventually re-design all pre-I3 (ie Striga Isle) CoH zones to include the newer zone features?
Sure, there are always plans. As we move forward on future expansions, redesigning and updating zones is a key element. An example is the zone events. I can tell you that currently the city planners have decided that with the Rikti now quelled, and Arachnos identified, that it is time to rebuild. Faultline will be the first project, along with zone clean ups in Boomtown and expansions. It's safe to start bringing War Walls down.
Approximately when should players expect to see the next completely new zone for CoH/V? I8, I9, the paid expansion or some other time?
I am not sure how to answer this without giving too much away so I wont. You will understand once I8 comes out. Suffice to say that the next few updates/expansions are very closely tied into one cool story. Faultline's rebuild will be a whole new zone in its own way.
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Emphasis is, of course, mine. -
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Bugs with unearned badge placeholders
<ul type="square">[*]Many meters move so slowly that you can't tell if you've made any progress on a badge. Can we get multi-line meters for large achievements? (eg, Healing, any Epic badges, anything over 500 kills.)[/list]
[/ QUOTE ]Probably not. The bar has 100 ticks on it, so moving it 1 tick is 1% of progress.
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Suggestion: include a text indicator of the % completed, in addition to the meter? -
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What possible purpose does this serve?
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How about: "it's good, clean fun" ...?
Sheesh. Some people ... -
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The problems I see in PVP:
problem - solution
TP foe - increase animation so caster cant do anything when foe appears.
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Pointless. My Robo/FF MM? he isn't going to attack you - his PETS (and, should he be so lucky, his Heavy) will.
For a non-MM? The team-mates will do the job. And maybe the Trip Mines, Caltrops, etc.
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Jousting still works - jousting (ie superspeed by with an attack que'd up) still works and sucks. Nuke suppression and add back heavy acc penalties.
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I agree. The -acc was a better way to handle it than suppression. -
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These people that act like their is that much skill involved crack me up. Yet they are from basically the same ATs hmmm
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Which AT would that be? I play controller, Defender, Scrapper, Tanker, Blaster, Mastermind, Dominator, Brute, Corruptor, and Stalker. Yes, that's everything except the Kheldians (don't have a 50 yet, sue me).
And it's not a matter of SKILL - it's a matter of familiarity with the powers your character has. When you're playing a healer at level 40, but are NOT familiar with ranges and the like for your powers ...? When you're playing a buffer, get handed level 40 in one click, but are NOT terribly familiar with the timers on your upper-level buffs? When you're playing a combat character, and are NOT practised with stringing together many of your powers into an efficient attack chain ...?
All that and more happened to me during the Event. And all because I simply had no experience with those powers prior to those nights.
If I'd stuck with the pedestrian and familiar for every character I tried - say, a Robo/FF Mastermind, like my main - I'd've done just fine. Maybe better than "just fine". I certainly did darned well with my DM/Regen Scrapper ... but then, I'm familiar with the lower-level range of that exact build, so the upper-level stuff was easier for me to grasp quickly.
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IOW, it's not skill thatt he "poof, it's yours" crowd lacks. It's practise and familiarity. Efficienty is simply NOT found while fumbling inexpertly for controls one is unfamiliar with.
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The spider isn't that good. The ranged attack is very weak and even though it looks like webbing it doesn't act like a web grenade or anything like that. For it to do decent damage you have ot put it in melee range but anyone can get out of it's range easily as it is slow.
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I thnk if a few /devices or /traps folks peppered you with Web Grenades and Caltrops (enough to build magnitude and defeat resistance, natch), and/or a /Dark slapped down some Tar Patch lovin' ... or even some TT-joy ... you mgiht not be so quick to say that anyone can easily get out of it's way. -
I disagree witht he tone, but the content of Bo^3's post is spot-on.
And I say this as one of the people that HAD trouble getting to know the ropes of their "brand new 40", too. I know I was far from optimally-efficient with builds I hadn't at least played up to level 10-ish, so that I knew the basics of how to play it. -
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[...] my own trip mines detonated, my own Auto Turret lit me up, and my own Caltrops slowed me down.
Please - this IS a bug, right? Sheesh.
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ROFLMAO!!!
Dude, I dunno if that was a bug or not, but I'd've paid GOOD MONEY to actually SEE that - or more importantly, to see the look on your FACE when you realised what killed you.
ROFLMAO!!! -
Johnny Rocket said:
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<ul type="square"> [*]I think people like playing heroes better. Every RV instance I entered was easily 70% hero / 30% villain. Villains got trounced every time, which got very frustrating after a while. Heck, in RV 17 there were enough heroes to camp in front of the villain hospital just out of drone range, and hold all the villains in place while the rest of the heroes captured all the pillboxes over and over. I thought I was in EverQuest for a minute.[/list]
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While it's more common, it's not universal. This morning, RV ... 2, I think, but I honestly didn't check ... anyway, it was about 90% villains, 10% heroes - yes, we heroes were outnumbered nearly 10:1.
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<ul type="square">[*]Stealth (even slotted) is pretty much useless. Players seem to see right through it.[/list]
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Yes and no.
Where I was this morning, neither side seemed to be running much Tactics. My Empathy defender (/Mind, IIRC, but I didn't take ANY attacks I could avoid, so I honestly don't know) had Stealth and was rarely seen (unless he got CLOSE to theenemy, like when using Resurrection).
Flipside, most people never saw the Stalkers until I slapped 'em with Clear Mind and hovered close overhead (running Tactics, natch). Well, they never saw the stalkers until post-AS, anyway. ^_^
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<ul type="square">[*]Any build without stamina (not including masterminds) seems pretty much gimped, even with one end reduction in every power.[/list]
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I tend to agree, actually. I think END-reduction Enhancements need to be bumped to a better Schedule. Something that gets them to 40% or 50% each as of SOs, I'd say - even if you suffered pretty harsh ED after just the ONE or TWO of them.
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I'm sorry the observations are all negative, but in two nights of gameplay, it's been nothing but punishment. I'm sure there's going to be a chorus of players ready to tell me what I'm doing wrong now.
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You did nothing wrong. I'm willing to bet you were on the seriously-outnumbered side every time, though.
Toomanyalts said:
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I played a brute, Corruptor and a Dominator. All copies of characters I have on live now cause I wanted to see what they would be like late game... SUHWEEEET!!
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For that, alone, I love the RV event. It's letting me test some of my concepts and builds out at a L40 stage, and MAN-o-man, some SUCK ... some ROCK ...
I'm lovin' /Regen now (Hero version, at least). Made me a DM/Regen Scrapper last night, and while he was thin on OFFENSE ... almost NOTHING could kill me (unless they one-shot-ed me, or managed to slam a Mez through the many layers of resistance). And if it did - I'd get right back up and hit 'em back! It was great ... best role for him against bunkers turned out to be pseudo-tanking, though. Almost as good as a Stoner for keeping a turret occupied and surviving the experience. -
I have tried RV about ... four or five times, now. I had fun ... once. I had a frustrating, unpleasant experience ... every other time.
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I think I can lay the "problem" I am encountering at the feet of one single factor: UNBALANCED POPULATIONS. When it was "un-fun", either it was too easy (because I was on the side with the far larger strength of numbers), or it was pointlessly frustrating (because I was on the side outnumbered as much as 10:1).
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I don't think dialling down the population limit for each side is REALLY the solution (although it would help). I think what needs to be done, however, is this: SPAWN MORE AND TOUGHER NPCS FOR THE OUTNUMBERED SIDE!
Maybe even to the point of changing when (and which) Signature Characters are spawned. Pop out some of those hovercraft-gunships Arachnos has, if the heroes outnumber the villains by that much. Throw some big Longbow fliers in if the situation reverses itself.
There's GOING to be a population imbalance in favor ofthe Heroes when I7 goes live - there're level 50 Hero characters with nothing else to do, really. Not so for the highest currently-existing Villains ... they'll have PLENTY to do ... like levelling up to 50, themselves.
A mechanic that addresses that, by giving NPC reinforcements to the "underdog" side ... and I mean AGGRESSIVE reinforcements, that (much like in SC) actually try and storm enemy locations.
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I think I can honestly say, every time I've "failed to have fun" in a PvP zone, it's because one side or the other has been grossly out-numbered. Every time I've spent an hour or so in such a zone and thought "holy mother of GOD, that was a BLAST!!" ... the sides have been about even, one way or another.
Thus, IMO, CoX DESPERATELY NEEDS some mechanic to move zones towards that "sides are even" state. ISTM that spawning more (and more-aggressive) NPC reonfircements would be a good way to do so, at least in RV (if not elsewhere).
As a side-benefit, the added enemy spawns would give more to DO, in the event there's mostly or only ONE side present at any given hour of the day or evening. And they'd be a "more to do" that gave XP/Prestige, too ...! -
Well, that is why I7 is on Test right now, right? To catch problems like this? ^_^ It'd also, of course, be why there's no default "level bump to 40" - or this stuff might never have been found out.
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I find it interesting how many speak of these glue guns that debuff, fired by SWAT guys and...ghosts? Oh, I believe all of you about them, but I have to say I've NEVER seen them, in the 6 Mayhems I've done. Perhaps I was just lucky? Or is there another factor here?
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I suspect your Dominator has simply levelled PAST those [Elite S.W.A.T.] and [PPD Ghost] mobs. Meanwhile, your Brute hasn't yet levelled INTO them.
OTOH, my 24 Bots/FF MM got Glued into oblivion, on VILLAINOUS, in his one and ONLY Mayhem mission. A mission he failed, mind you. -
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Does this mean that villains can get isolator too, if thats the case, then heroes should get jail bird too.
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Now we begin to see the continued shortsightedness of the Devs' handling of Isolator.
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Wow, ye of little faith.
Isolator is marked as "Hero Only". Villains can kill the contaminated for 100 years, and never get the badge.
Only Heroes can get the badge.
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Speaking as someone who mostly plays Villaisn nowadays, but nonetheless has Isolator on a few heroes ... I say: GOOD.
It'll make those heroes who go Turncoat and become villains a little bit SPECIAL-er, since they'll be among the very few Villains able to sport "Isolator" at all. -
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I have to agree with most of the posters here. It simply requires too much salvage for the buffs that it gives. In many cases, Inspirations are far cheaper and easier to come by.
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Say. Empowerment Stations can have up to three Auxiliaries, right?
Why not KEEP the current prices for the buffs - but what ytou do is craft an Auxiliary that enables that station to sell that buff ... for a modest price in Infamy/Influence (about what an inspiration with the same benefits would cost). Buffs which last an HOUR, and persist after "death" / "defeat".
That, IMO, wuld be reasonable. And would be cause to have multiple Empowerment Stations in a single base, too. -
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4. The lack of a secondary powerset that really corresponds to the Thug MM. None of the existing ones really suits the Thug powerset, which, let's face it, lends itself to a natural origin. Perhaps a Street Triage idea or Street Doc.....or heck, let's face it...drugs. Have the secondary be healing/buffing via mediactions/stimulants etc.
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Deals uses the /Traps secondary, and it's just fine for Thugs/ IMO: both are equipment-based powersets, if you really think about it. It's just that the Mastermind (unlike an AR/Devices blaster) has other people use the equipment for him. ^_^ -
Overall, the difficulty needs to be dialed down. That's the main issue I have with Mayhem missions - the concept is brilliant ( I want to try it with an AoE-attack corruptor, *drool* ... smashing stuff by the DOZENS ... *drool* ...), but the difficulty is turned up just a BIT too much, for my tastes.
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For whoever was wondering, the upgraded 2nd Tier thug has both Manuevers and Tactics for the thugs, resistance to lethal I believe it was and you can enhance him for Def Buff and ToHit Buffs. This all stacks along with your Supremacy. Yes, it's very, VERY nice.
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The Tier 2's have TACTICS? They have leadership pool powers ...??
Oh. My. Freaking. GAWD! *dies of happiness*
My current Thug-testing character, "Deals" (you'll know him by his grey, no-nonense suit and bright-red full mask), is already on course to take the Leadership pool himself ... knowing that there'll be STACKING Tactics going on even when I solo makes me burst with joy ...
Now ... I might even bother with Maneuvers, given the two-pronged attack of (a) the Tier 2's also both have it, and (b) Defense Scaling makes it more worthwhile, anyway. -
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Especially not a level dependant thing. Stalkers (likely) can make bank on this and take advantage of it easier than most.
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It depends on whatthe Developers mean by "a level dependant thing"; what if the award is simply the XP for defeating an enemy of your level, regardless of which badge it is, or what zone it's in?
That makes the "level 5 stalker go sneaky-sneaky to grandeville and suck up high-level Exploration badges" trick impossible to abuse - because they'd get better XP just street-hunting for small spawns, in terms of time invested.