Psoma

PvP skills validated by forum title
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  1. Psoma

    Animation Times

    Quote:
    Originally Posted by InnerGlow View Post
    Thanks for the update. been looking at builds with leadership and it seems that people are getting Maneuvers before or instead of Assault. Is there a reason not many people are getting Assault?
    Maneuvers allows you to slot needed IOs like Karma: KB Prot and LotG 7.5's. Assault does not.
  2. We have family visiting, so my evenings have been pretty tied up.
  3. Quote:
    Originally Posted by EnD_Reitanna View Post
    Well, part of the team had issues getting on test or getting any toons due copy tool being down, so go figure :/
    I know they're aware that the copy tool isn't working for a number of people, but nothing has changed in the last couple of weeks that I can see. It's pretty irritating, but I'd be lying if I said I was surprised.
  4. Quote:
    Originally Posted by Psyrene View Post
    Test is not down, I was just on it. and

    click here for the character copy tool.
    Freedom and Virtue don't give this message, but I've been told they still don't copy (haven't tried myself recently), but for the rest of the servers, here's what I've seen for at least a week+:

  5. Quote:
    Originally Posted by BurningChick View Post
    So, a short reply.


    I read through that thread, once upon a time.

    IIRC, most of the suggestions and fixes were geared towards improving the status quo; it didn't have much for making PvP more inclusive. Only a small subset of players cared enough about PvP to make detailed suggestions for improving PvP, and they had /very/ particular axes to grind. They LIKED the PvP system, particularly the movement and speed. They liked the exclusive, cliquey atmosphere surrounding high-level PvP. They liked the arcane builds required for high-level PvP.

    But those are the same elements the devs and community reps were frustrated with. And, eventually, all sides stopped dealing with each other -- the positions were too far apart for there to be a lot of common ground. And, ultimately, the devs decided to cut the hardcore PvPers loose.
    In addition to the Power Balance Issues and Suggestion section in the wish list, I used to have a thread link in my sig that had some very detailed suggestions on how to make different ATs and sets more viable, and it had the support of the majority in the high-end crowd. I think you may have been listening to a loud minority when it comes to people that liked the "cliquey atmoshere." Most of us wanted/want more PvP'rs, which is why a number of us poured a lot of hours into the PvPEC, but the learning curve was pretty steep...and it really just got steeper with i13.

    You are correct in that we liked the movement and speed, but most of us could not care less about cliques, and we certainly don't love that a great number of builds are useless. Like I said, the vast majority of us want nothing more than additional PvP'rs. I think the disconnect comes from outsiders' misconceptions, and part of that is due to them listening to the vocal minority on the forums and in /ac. Sadly, it seems as if they devs were a part of that outsider group, so they missed or dismissed the suggestions that would've resulted in PvP becoming more accessible.

    Quote:
    Originally Posted by BurningChick View Post
    FWIW, I find the language used by PvPers fascinating. When they talk about The Golden Age of PvP, they're using a very loaded term ... one that, for me at least, has connotations of rose coloured glasses, nostalgia, us versus them, new versus old.
    It sounds like you're misunderstanding. It's not that we loved i12 PvP, but we preferred it to i13 PvP, so we look back at the previous system with some greater fondness than it probably deserves. I definitely feel that any future PvP tweaks would be better starting from an i12 foundation vs an i13 one.

    Quote:
    Originally Posted by BurningChick View Post
    Anyway ... I have a feeling the devs are unlikely to revisit PvP. As I said, nothing much they've done has ever brought in large numbers of PvPers. And there really haven't been a lot of PvEers saying, "You know, I love the PvP experience, but the bugs keep me away." For most of the game's players, PvP is irrelevant. And I don't think anything will ever change that.
    I think you're probably right in that most of the game's current players will likely never become PvP'rs, but I think the PvP population does have growth potential. I think you're wrong in saying that nothing much that they (the devs) have done has ever brought in large numbers of PvP'rs. I think it's more about not doing much in the way of keeping large numbers of PvP'rs. Who really knows how many PvE'rs have kept their distance for the various reasons beyond the PvP community's control, but I know that I've heard from a decent number of them, personally, over the years, and it's a shame to think of all the missed opportunities.
  6. Quote:
    Originally Posted by BurningChick View Post
    Just to throw something out there ...

    The devs have seen spectacularly poor return on investment for the work they've done on PvP. I know the PvP community has developed an everybody hates us mentality over the years, but step back and look at what the devs have tried.
    Part of the issue on their end is accepting the fact that a lot of the work they did needs to be forgotten and abandoned. Nobody likes it when a lot of time and effort seems to have been for nothing, but sometimes it all just adds up to a costly learning experience.

    Quote:
    Originally Posted by BurningChick View Post
    Arena: they devoted an entire issue to it. I4 brought relatively few changes or additions to the game other than the Arena. Everyone tried PvP at first, but by the end of beta, the Arena was largely empty except for dev-sponsored events. The trend continued once the issue went live; there were successful player-run events, but there wasn't whole lot of action in the arenas otherwise.

    Yes, PvP was buggy. Yes, some maps were horrible. Yes, it was horribly unbalanced. Yes, there were no mini-games ... or anything to do other than try to punch faces. But it was implemented. But what seems to have happened is that the devs built it ... and few people came. At this point, the devs are in an awkward position: fix it under the vague hope people would come, or work on other, more important tasks (CoV).
    There was the start of the biggest problem we face now: not fixing the basics before adding the bells and whistles. How many people want to keep taking a ride in a nice car if it keeps dying on you? Remember how unstable the arena was for the longest time? i4 beta was a nightmare because of it, but they sent the code to Live without having it fixed. And if I recall correctly, that instability was actually fixed when a programmer was troubleshooting the market code. The amount of time that passed in between i4 and then was ridiculous.

    PvP'rs made the argument a long time ago that part of the arena's lack of popularity was due to the terrible instability. (Ex Libirs came along and got us to resubmit detailed reports over what had been happening with the arena all along, but I'm pretty sure the big fix was inadvertant.) I understand how much demand there was for the devs to appease the masses by pushing out additional content, but how can you expect a garden to grow if you just plant the seeds and then ignore it while planning a big harvest party?

    Quote:
    Originally Posted by BurningChick View Post
    But the devs were listening to feedback. The players said, "Punching people in the face is OK, but we want mini-games and open PvP where you can jump into the action without having to set things up and wait at the Arena terminals. Oh yeah, and we'd like to beat down villains."

    And so CoV brought three PvP zones with mini-games, villains and heroes. The zones were popular, even on Pinnacle, for a little while. But slowly the zones emptied out.
    Why did zones empty out? Emptying out is a little broad to start with, but I'd say the significant decrease in activity was due to the mini-games lacking in the reward department, combined with the shock of a number of PvE'rs getting their toons beaten by a combination of players with better knowledge/experience/skill/builds.

    Quote:
    Originally Posted by BurningChick View Post
    Meanwhile, the devs also delivered bases. Horribly broken bases. But base raiding and IoPs were supposed to be huge (no, seriously, NCSoft's press release for CoV specifically mentions them as Big Features). But bases, raids and IoPs were painfully, comically buggy. For a feature that States once said was the single, most expensive addition to the game, bases were a not-very-funny joke. But some people loved their raids, even though players had to have agreed-upon rules for how bases could be built to make raids remotely enjoyable.
    They were actually on the right track by offering real incentives to PvP, but again, broken code and the insistence of pushing forward anyway doomed the good intentions with failed implementation.

    Quote:
    Originally Posted by BurningChick View Post
    Eventually, raids were cut from the game; they couldn't be fixed because the entire implementation of bases and raids was flawed from the ground up. It would, I'm guessing, be easier to start over than fix what's there, and at this point the devs were down to a skeleton crew and didn't have the resources to take a flyer on a potentially unpopular feature.

    Bugs. Power imbalances. Griefing. Lack of lewt. No real option for advancement through PvP. People increasingly found reasons not to PvP

    The players said, "Those are the wrong games. We want to see our actions have an affect on the world. We want to use our highest-level toons. Give us something spectacular." And the devs coughed up RV, the most sophisticated zone they had ever built (although the re-vamped RWZ is close -- but it recycled much of the tech developed for RV). GV was popular for a while.

    And then see two paragraphs up.

    A lot of effort, time, and money has gone into CoX's PvP by this point, that's completely disproportional to how much time people spend PvPing compared to PvEing.
    Yes, that's what happens when you rush things out the door that aren't ready. The arena wasn't ready because of instability, the zones weren't ready because they lacked reward, and base raiding wasn't ready because of both instability and ease of exploitation due to poor planning.

    Quote:
    Originally Posted by BurningChick View Post
    Meanwhile, Test is starting to heat up for cross-server PvP. It's not immensely popular, but it draws in a couple hundred people regularly, and a few hundred more sporadically. Ex Libris helps to foster this community. This particular brand of sped-up, hardcore PvP, however, still isn't broadly popular, but it's a base Ex thinks can grow. And she works at growing the community. And she gets the devs to fix a lot of Arena bugs, some of them long-standing bugs that should have been dealt with much earlier.
    Again, I'm pretty sure the big stability fix was inadvertant.

    Quote:
    Originally Posted by BurningChick View Post
    But, as the hardcore PvP grew and became more boisterous, it also became ... more assertive, I guess. Ex started to grow frustrated with the community. PvPers started demanding more dev attention. And things advanced into a swirling vortex of fail as the devs did little to improve the Arena crowd's PvP experience, and a subset of PvPers became increasingly obnoxious (note: I did not say all / most PvPers, I said "subset"). And, while a significant portion of people did some PvP, most players still spent far more time PvEing than PvPing.
    Ex took the time to understood what had happened and agreed with us about what needed to be done in order to fix PvP in order to help it grow. At least a portion of the dev team was trying to work with her in order to start to make some of those things happen, but those things took a back seat to the pushing out of more content, and broken promises resulted in more disgust and anger.

    Quote:
    Originally Posted by BurningChick View Post
    And then ... someone looked at PvP. Well, definitely Castle and BaBs did. They looked at an amped-up Arena match and had trouble following it: it moved too fast. It had too few ATs and too few power sets represented.
    Here's about the time where I started losing patience in the timeline. To summarize: every aspect of PvP is broken in some way. The mechanics are not the best, but they're actually the only reason the PvP community exists at all. There is a detailed, stickied list that Putz has posted, compiled by the PvP community, which addresses most of the PvP issues at the time. Instead of building on that and working with the community already dedicated to improving and growing PvP, we get:

    Quote:
    Originally Posted by BurningChick View Post
    And then I13.

    I was never a huge fan of CoH's PvP, but I couldn't wrap my head around the changes even though the changes were geared towards players like me. In order to make PvP more inclusive, the devs fundamentally changed how powers work. Which, of course, raised an entirely new barrier to PvP, especially since there is in-game documentation for PvP. None. Nowhere is DR explained. Nowhere are mezzing mechanics explained. Nowhere is suppression explained. The PvP experience is so different it may as well be a different game.
    And here's why PvP'rs were so incredibly angry. Things that weren't broken were now really broken, so any of the minor improvements (either then or after) were irrelevant. On top of that, we were told that the fundamental changes that created the broken mess that was i13 PvP...those were not negotiable.

    Quote:
    Originally Posted by BurningChick View Post
    And the changes still didn't bring in AT and power set parity.

    And Lighthouse's impolitic comments about who the changes were for.

    ...

    Some time after most of the Arena players left, BaBs commented that he wasn't able to discern any patterns in the subscription numbers; i.e., many accounts were closed, but the data didn't look any different than the usual subscriber churn numbers. Some people leave and come back. Some people leave for good. And sometimes new players join.
    As others have pointed out in the past, figuring out subscription changes due to the i13 PvP changes couldn't have accurately been done by just looking at overall subscription numbers in a given month. Short of having a list of every account owned by an arena PvP'r, and then seeing how many of those accounts were not renewed when the renewal time came, how could anyone say what the results were? There was actually a thread (or two) that consisted of players listing their accounts and their intentions to cancel/not renew because of the i13 PvP changes. Any thread like that was deleted of course, but I believe the number was over 200 by that point...at least enough to cover the salary of 1 employee for a year.

    Quote:
    Originally Posted by BurningChick View Post
    What it all amounts to, I guess, is that given the time and resources already sunk into PvP for relatively little RoI, why should the devs invest even more money, time and energy into PvP?

    They've added PvP. They've added open PvP. They've added lewt. They've added mini-games.

    Maybe ... PvP just isn't a good fit for this game, and money spent on PvE, emotes, costumes, new powers, and animations gives the devs more bang for the buck.
    Unlike a lot of PvE items, maybe the implementation of PvP in this game has been absolutely horrible from start to finish. The truth is that it's impossible to have a real argument about whether or not PvP popularity in this game is viable because it's never been done right. I really don't see how it can be argued otherwise.
  7. Quote:
    Originally Posted by B_Witched View Post
    ...and I have personally been told "that is not an option so don't even ask"...smacks of ego to me.
    Yeah, I think a number of us have heard that same thing, with the only reason given was that i13 was the start of many PvP changes. We were told that PvP mechanics needed fundamental changes, that these changes would make the PvP environment more appealing to a wider group of players, and that the changes would be actively tweaked until perfected to make way for PvP-related content (such as the return of base raiding/CoP...and we know how that turned out). It seems that they can just pretend like they never made those claims now, because the fundamental changes they made have managed to destroy the PvP community, which comprises the only group of players that will ever call them on it.

    At this point, we're struggling to maintain 3-4 ladder teams because, like Jimmay said, new players aren't coming along...because most new PvP'rs would normally start out in zones...and zones are dead because of the i13 changes. I don't ever play in zones any more, because I absolutely hate the changes, and I know quite a few people that feel the same way. If PvP is essentially being abandoned entirely, as it seems, what's the harm in allowing an underling, dev-in-training the opportunity to work with the PvP community and try a different approach? I think most of us (what's left of us, anyway) would be content with that.
  8. So dUmb won the ladder? w00t We prefer to win by forfeit, but we'll take a win by vote too. I can't wait to see those man babies, btw.
  9. The majority of our PvP toons have transferred to FreedUmb, but I'm sure we have some people that would duel, though probably not under TRU WARRIR zone rules/toons.
  10. Wait, you want the copy tool to appear to be working AND actually work AND you want more than a 20-user max on Test?! God you people are picky.
  11. Yep, Freedom and Virtue toons are the only ones available for copy atm.
  12. I'd probably enter a PvP zone again if the zone rules mimicked the common arena settings of No TS, No HD, and DR On. Setting the zone rules to mimmick i12 would be too much, though, because the lag from the zone numbers would be irritating. It's probably safer to keep things as is.
  13. Psoma

    Infinity PVP?

    What are you all talking about?! The i13 PvP changes were clearly a wonderful success, bringing in tons of new PvP'rs across every server. You guys act like Infinity PvP has died since i13. You're telling me 95%+ of active PvP'rs moved the bulk of their toons to Freedom because of imaginary, dwindling numbers?! Pish posh.

    I mean, sure, I moved my toons to Freedom to PvP with my friends, but I'm sure there was an explosion of PvP'rs on Infinity after i13 went Live. We had near-nightly kickballs and a Live Ladder with about 90 or so PvP'rs going on there before i13 was announced (link to the still-stickied thread: http://boards.cityofheroes.com/showthread.php?t=124865), and I'm sure things rebounded expotentially after everyone realized what the amazing i13 PvP changes brought to the table...you know, once they got over their love of silly mechanics like unsuppressed travel, heals that keep healing, buffs that buff like they expect, enhancements that enhance like they expect, a mez system that somewhat resembles that of the one in PvE, and inspirations filling in the gaps of their builds' shortcomings.

    You guys are silly. I bet I can find a lively kickball thread right now for Infinity (here: http://boards.cityofheroes.com/showthread.php?t=229957). Lib, I see there are 0 replies, but I bet you had a big turn-out, right? Heck, I bet the base raid ladder we had set up is still going strong too. Yeah, you guys are just being silly.
  14. Yeah, we had a good time. I had my video settings as low as they would go, so I don't know why I was so laggy a couple of rounds...mostly the 1st and last. (The first round, I called "locked" on the first target, and Lib was like "Uh, you're still standing still.") We don't have some of the best builds on Live, too, but it worked out okay.
  15. We're not Opus, but I'd like it if you could be there for tonight, Hot (if you can). We're wanting to try some different line-ups.
  16. I'll just assume you're referring to Test ladder arena PvP since that's as "hardcore" as I think it gets. As far as kb/mouse/binds go, I think each player is a little different than the next, though I'm sure there are some fairly common setups.

    Personally, I use the regular wasd movement keys, use the 1-4 keys for primary attacks/buffs, 5 and 6 keys for travels...click on less-used powers, have my mouse inverted (it just seems more natural to me that way), and have 'e' set to reset my camera back to me (since I rotate my camera a lot during matches to track others' movements). I do have greens (respite inspirations) bound to the 'r' key, because I find they fire off more reliably/quickly than by clicking on them; there's nothing more irritating than clicking on inspirations and them not actually working. I don't use the numbered F keys for anything because doing so seems to make me take too long in returning my hands to the home keys.

    I'd say find the combination that works best for you, but whatever you go with, I don't think it should result in you having to look down at your hands at any point. I'd keep in mind that good builds, teammates, strategy, experience, and reaction times aren't going to be replaced by clever kb+mouse combinations.
  17. Psoma

    PVP Caging

    I gotta admit that I didn't care much for the idea of caging. It was like the current mez system in that you could't do anything (such as popping an insp) to personally counter being caged...aside from begging your teammates to drop the cager. In officials it wasn't the end of the world because you had the players available to appropriately counter, but I spent many a KB round nearly perma-caged. I never raged or anything, since it was a good strategy, but I can't say it was much fun saying "still caged" while playing cat and mouse with the cager(s) for a good portion of a round. That being said, i12 caging > i13 PvP.
  18. Psoma

    PVP Caging

    Hey Putz. Yeah, suppression = caging basically being a non-issue atm. About the only thing Kara didn't mention about the new ladder/arena settings is that we limit teams to 2 stalkers, because most people wanted to feel a little safer swimming with a shark net up. I still prefer the i12 system, and going into zones makes me want to throw up, but it's possible to have fun with the arena settings set like we do: No TS, No HD, DR on, and small insp only.
  19. GGs Sunday night. I found one of your victory photos, but I wasn't sure who was who here:

  20. We hadn't practiced the Storm team since the league, ourselves, but we felt it would be easier for us to step back into using it again than it would be for you guys to step back into playing against it. It was close, though, which made it more exciting, and it was nice to win our first official round in the new ladder...even though we lost the next 2 and the match.
  21. I can't believe they missed a chance to delay an official. I guess we were too sneaky for them this time around.
  22. ty GG's SoCo. We weren't actually planning on running the Storm team the 3rd round, but our Jump team did so poorly in round 2, we figured we'd gamble with the random map and see what happened. That worked out really well for us.
  23. SoCo beat dUmb 2-1 last night, so I think these are the current rankings of teams (teams that haven't had an official match aren't listed):

    1. SoCo
    2. dUmb
    3. Convenient
    4. NTGBU
  24. Honestly, I'd say we have 11 or 12 semi-active players on the roster atm.