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Posts
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Joined
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Woah, chill, like I said; I'm fairly removed from the issue. I dont think bridges are all that easy to find, but I just dont know. I dont know anyone who has any perma-46s to bridge with, but I dont know how prevelant they are outside of my limited experience.
As I posted elsewhere recently, the Devs would have to look quite closely at the use of a feature before they change it, and base that change on the good vs the bad vs the effort involved.
I'm not in favor of anything that would stamp out farming entierly, (as the cost would assuradly be too high), but I am, generally speaking, in favour of making farming harder where ever possible (so long as the cost to the rest of the playerbase is not too high). -
Solution; wait till I15, when level ranges will be able to be set by the mission creator.
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The "fun", "strategy", and "uniqueness" is also eliminated, but Castle seems more than ok with that.
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If your "fun", "strategy", and "uniqueness" is dependant on being more powerful then the next player, because you picked the 'right' sets/archtype, well, I'm sure I'd break all sorts of forum rules if I told you what I thought of that. -
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It's not rocket science.
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No, you're right, it's not. It's Game Balance! It may not be 'Roket Science' but do you think it is easy? That you can just slap some stuff together & everything is hunky-dory? This game have been around for 5 years and the Devs are still working out the kinks.
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As for the notion that people would be irritated to see a power replaced with a ranged power, I suppose that's true. You're not going to please everyone. I guess that means they better not do anything to the game ever again, because SOMEONE might potentially maybe be upset for a day or two. Perhaps the best way would be to add that tenth power.
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In all things the Devs do they have to make a very important judgment: is the amount of time-and-energy (~money) that they invest in a change going to have a significant enough pay-off in-game* to justify the investment. From what I can see, there is little to no pay-off to this suggestion, particular to the 'replacment' version, to justify even a minor ammout of investment. Please, if there is more 'pay-off' here, show me it, show me why this is 'needed' for Tanks, or why it would be a positive enough change to justify the investment, cause I'm just not seeing it.
(phew, thats enough typing for me for a while)
*i.e. is it going to contribute enough to the happiness of enough players, in combination with the other things they are putting into the game, and not adversly effect the happiness of too many other players... -
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Because there's still an easy way to farm? Because when you select a defendable object, you can get 12 of them to stack on each other? Because there are defendable objects that give +regen status bonus? Because you can get over 1000% regen by doing this?
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Woah, Dayum. That does not sound right at all, stacking objectives, youch. I'd let the Devs know about that one if I were you, looks like a bug. -
If i were to be asked for a sugestion as to what to do to further discorage/limit farming in the AE; it would be to kill the Auto-SK function. That said, I'm fairly removed from the issue, and I would have to do some serious reasearch into how that function was being used before I implemented it.
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I dont think players stopping complaining about farming will stop the 'nerfs' to the AE.
Two reasons; firstly the Devs stated, before the AE went live, that they did not want it to be used for 'farming'. That statment indicates that the devs themselves do not want it to be used for faming and that (at least in part) are preforming the nerfs under their own initiative.
Secondly; (or rather as an adendum to 'firstly') there have been quite a few cases in the past where they have 'nerfed' things to limit/reduce/stop the farming of highly 'farmed' content. The main example that comes to mind is the 'effective' nerf to the KHTF that came as part of Merits. These actions seem (to my recolection) one-again, to be independent of player complaints. -
Was working on one, but have put it on hold untill I15 (it has a fix I'm really interested in).
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Ahh, Brings back memories.
I was so determined to get the +HP accolades on my Stalker, (this was well before the buff that occoured aroun I12), and to do it while they would still be helpfull in leveling him up, I farmed Dept for 'High Pain Threshold'. At level 32. For 8 hours. Killing longbow Wardens in Sierns Call.
They called me mad, Mad! Mwah ha ha ha! -
Heh, I've been having a similar problem with Maxwell Christopher. I picked him up as a contact at the same time as the Lady he is standing next too, intending to do both their plotlines simulataneously; do one mission from one, one mission from the other.
However, I had both gotten the other lady's plotline and finished it, before Maxwell even let me start his. Just an endless stream of generic Nemisis missions, hunts or (worst of all) stupid meritless mini-arcs. Gah! I so wanted to throttle the dam contact at that point. -
Villian Side - Vernon Von Grun, pure, mad-scientist-brand awesome.
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The best part is when this friend reads this thread he's going to be pissed at me.
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I imagine, at the very least, he will be quite unimpressed with you.
I imagine he would make a point about ArcanaVille having already proven Sexieness by her dedication to the Math.
At least, those are the things I would imagine to be the case. -
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Explorer.
I'm an explorer/soloer type.
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Me too! Represent! -
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I wonder what this expansion will break.
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Our . . . *sigh* our hearts. *snif*
e/ emo tear
[love this thread, it is helarious] -
Three Words!
Zombie . . . Dance . . . Party! -
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Hee hee...
I love the "I don't have a problem with endurance pre-Stamina" posts. To those posters, I would ask: "Why do you take Stamina then?"
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What Did I Just Say!
(durn interwebs, too easy for peoples to ignore me. *shakes fist impotently*)
I dont have a problem with pre-stamina endurance because I do have a problem with pre-stamina endurance & I AM SUPPOSED TO!
Also, if we want to modify Rest we would have to ensure it doesnt become too good. If it were up after every fight we would start to see two things, we sould see new players using it all the time, after every fight (sure that would be sub-optimal, but that wont stop people from deciding that it's 'better' to go into each fight with the most possible HP & End). The second thing we would see is it competing with Stamina & other 'End Managment' tools in the post 20 game, primairly because Rest has a very significant advantage over those tools: it's free! you dont have to sacrifice power selections, slots or anything else for Rest. People would become reliant on Rest, because it is 'good enough'.
So what's bad about that? Well, Rest slows people down, and while slowing yourself down is an internal judgment, slowing any team you are on is not. (ok, stopping now, running out of steam) -
Welcome to this weeks installment of "Pendix-once-listened-to-the-developers-comentary-on-a-game-and-now-thinks-he-is-some-kind-of-game-development-guru Island"
I think, the reason we face the kind of Endurance issues we do in the 1-20 game has a lot to do with the 'learning-curve'. The 1 to 20 period is where new players are first really taught about the game's central mechanics. If they didnt run out of end periodically they wouldn't learn about the importance of 'endurance managment', and wouldnt, later on, look for the (many & varied) tools avaliable to better 'manage end'.
Further to this is the Idea of 'Progression'. The early levels of most RPGs (PnP, Single Player & MMO) have to strike an important balance between 'Suk' & 'Awesome' or 'Suk' & 'Fun'. A low level character has to feel like he both is haveing fun, but could be having more fun if certain things were different, for instance if he were doing more damage, hitting more often, or being better at taking hits, that way he will feel compelled to strive for the higher levels where he will (presumably) have those things. If the game were as 'instantly' as fun as the player could imagine it being, he will likley not feel as compelled to play it will lack any relevant/tanigable reward to complement the 'fun'. Concenquently he will be further likley to be drawn away buy other games (or passtimes) that do induce a compulsion to play.
The very existance of this disscussion is evidence of the game being very successful in inducing in the player a need for certain things, in this case, better 'End Managment'. Feeling that 'End Managment at the low levels sucks' is not only understandable, but INTENDED. It is suppose to make you want to get to a higher level where you have access to many more better & varried 'End Managment' tools.
AND. . . this is why improvements to low level 'End Management' are unlikley.
(I have also more Ideas about the 'Rest-recharging faster' that I may come back to but I feel it's best to stop the Wall-o-Txt now). -
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Has anyone got an actual argument for a high recharge on rest?
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Dont know how sound an arguement this is, but it's the first thing that jumped to mind: Rest has a high recharge so as players do not learn to rely upon it. -
Love the new Magic Booster. Alll the costume pieces are of the highest quality, Jay (and his minion) have out done themselves. The Emotes are also awesome (do we thank BABs for that?), & the power is nifty.
My only (quite small) dissapointment is a certain lack of parity between the genders. I can understand the lack of parity between the 'Witch' & 'Baron' pieces, but the fact that they dont share the new 'hat' options is disapointing, as is the fact that females dont get the new Skull Mask (could this be an oversight? I cant see any rationale for this particular disparity). -
Unfortunaly I dont think the High colar can be done as a shoulder option. When the Magic Booster was about to come out I remember a post by Jay to the effect of "I had said that High Colars were technically impossible, untill I figured out a brilliant workaround to do with the cape mantles"
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Woo!, Very nice.
Also, the music from Green Nugget in the second half, love that track -
I think it is fair to say, that the only thing sexier than Jay, are the costumes sets he creates.
Also; I have a character called 'Lady Fortune' for whom the tarot card power will be perfect. I am quite happy about this pack.
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I don't post much, but here goes. First a bit of BKG: I have been playing for 2.5 years now and have helped with the editing of a number of bases of supergroups (including one near-personal one). I am usually the one who crunches the numbers on the bases (working out costs, power/control, functionality stuff) thou I really enjoy the aesthetic side too.
Objective:
The south and west wall bug, as previously mentioned. Vanishing brainstorms (not me personally, but some friends lost some recently when their PC crashed)
The rubber-baning issues (an old issue I understand, thou it is much more obvious with the new rules).
Subjective:
- As the rent is now harder to ignore (keyed to functional items) and much cheaper I (and the SGs I'm in) have stopped trying to avoid it (previously all our bases were on the 8x8 expressly to avoid rent). I don't mind the current rent system, thou I wont shed a tear should it change again
- Lack of rent on plot size + prestige refund has resulted in expansion of the bases I work on, including the main blue-side one (which can now house all TP locations!!! < very happy about that).
- The absence of raid pathing & the new stacking rules has meant I have begun major redesigns of the bases I work on, however while more is now possible, the editor is still hugely cumbersome and the bugs (see above) are proving to be a significant stumbling block.
-The base/invention salvage matter is not one having a real effect upon my play ATM, though it should be noted that in most of the bases I'm in all crafting planed/need is already done. If at some point I craft some nifty item out of rarer salvage for the base, I'll be seeking a tightning of the editing permissions (from the SG leader) beforehand.