Psywarrior

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  1. I tried The Secret World and a loving it. It has got a decent community and a couple of COH players and I have started a Cabal there on the Templar side. The one thing I will miss is the COH community and so we are gonna try to build a new community there.

    If you find yourself in The Secret World, look us up at victorious-secrets.net

    Wow, I will miss a lot of people.
  2. Psywarrior

    March MoMadness!

    Quote:
    Originally Posted by MissKyo View Post
    On Saturday, March 3rd, I will be running Master attempts of the ITF, Kahn, LGTF, and STF.

    I am asking that anyone who signs up bring a 50, but whether you're Incarnated out or not makes no real difference to me.

    Please sign up in advance by posting your global name, character name, AT, and powersets (unless you're bringing an Epic Archetype).

    12 pm EST/9 am PST: MoITF
    1.) @MissKyo, Tam Washington, Arachnos Night Widow
    2.)
    3.)
    4.)
    5.)
    6.)
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    8.)

    2 pm EST/11 pm PST: MoKahn
    1.) @MissKyo, Tam Washington, Arachnos Night Widow
    2.) @Caliopi, Domina Watt, Brute
    3.)
    4.)
    5.)
    6.)
    7.)
    8.)

    4 pm EST/1 pm PST: MoLGTF
    1.) @MissKyo, Tam Washington, Arachnos Night Widow
    2.)
    3.)
    4.)
    5.)
    6.)
    7.)
    8.)

    6 pm EST/3 pm PST: MoSTF
    1.) @MissKyo, Tam Washington, Arachnos Night Widow
    2.) @Caliopi, Domina Watt, Brute
    3.)
    4.)
    5.)
    6.)
    7.)
    8.)


    THis is what I would like to do
  3. I'm in with Cynical Mage
  4. It reminds me that I wish the developers would take bases and player housing more seriously. It has been ages since they have thrown the base community a bone while Champions has instituted a fun, albeit basic, player housing system.
  5. My preference would be to allow all melee weapons or all fisticuffs for elemental attack sets. For example, My fire melee I would love to have all of her attacks to use a fire sword animation. Same with stone, ice, etc. On the flip side, to be able to use non-weapon elemental attacks. Fire melee with no fire sword, just fists of hot, fiery madness.
  6. For me, mobs running away. Nothing like mobs scattering everywhere and bosses running off at half health to unnecessarily slow the game down.
  7. Quote:
    Originally Posted by David Nakayama View Post
    When GR comes out, be sure to tell us what you think of the new cityscapes.
    Ah, but will all these great designs and styles be brought to Paragon or will they just remain in Praetoria? One thing I really want to see is the original zones, contacts and missions continue to get overhauled. Otherwise, it just starts to really feel dated and neglected.
  8. Yeah, my last line upon completion and exiting the mission was XP for the last mob defeated. The mission completion bonus was 2000 XP per mission. This never showed up in chat, and I didn't see an increase in my XP bar.

    Oh well, I bugged it and got a reply. Hopefully someone will check into it.
  9. I double checked and no end of mission reward. I sent in a bug report just in case.
  10. I have a level 26 MM that got Doc Buzzsaw as a contact. She gave out a mission that was really 5 door missions to collect parts for her. None of the door missions gave an end of mission XP reward (just rewards for defeated mobs). I am wondering if these door missions are considered "subgoals" and therefore do not qualify for end-of-mission rewards. Anyone else notice this?
  11. Gunstar Heroes on Protector right from the start.
  12. [ QUOTE ]
    A little improvement I haven't noticed on Live, but don't see in the patch notes: NPCs in missions have new idle/starting animations instead of always doing the punch-my-hand. Vahz carrying body bags, Lost and others lounging around as if they live in the mission... I think it adds to immersion.

    [/ QUOTE ]

    And Rikti minions pan handling. I just finished a mission from Montague and the Rikti were doing this emote. I feel bad for beating them up. I know things have been tough on them lately. Maybe we could let them win and invasion or something to perk up their spirits?
  13. [ QUOTE ]
    [ QUOTE ]
    THIS ARC?

    Was Posi doing end game stuff back in the day?

    [/ QUOTE ]

    That arc was written by none other than Jane Kalmes aka Grammar Girl. She often gets forgotten in the CoH writer discussions but she edited most all the original CoH text and wrote a huge number of CoH and CoV missions.

    Posi was still doing some writing back then but he had already mostly moved toward system design and bigger picture stuff.

    I'm still around working on the game btw, although I'm more focused on web and forum work these days. In fact look for a new thread soon where I will be working with Hero 1 and the gang to answer your lore questions.

    [/ QUOTE ]

    I love Grammar Girl!!!
  14. Even just having an option you can set that brings up the same text windows that the leader gets minus the "agree to the mission" line would be great.
  15. I was trying to take in this whole MA issue since the re-activation weekend and something struck me as odd. Maybe I am totally off. Please let me know.

    Positron brought up the old party line of risk versus reward in his follow up to the MA abuse. This gets brought up every now and then to validate a nerf. A good example, though this was awhile ago, was the idea that defeating an AV earned you an SO. The KHTF had 10 AVs so you could get 10 SOs. This was a risk versus reward issue. Then the KHTF was changed so that only defeating 10 AVs got you the SO. I know, single origin enhancements aren't a big deal now but this was before Issue 9 I believe. Tis was a violation of the risk versus reward philosophy as the risk hand not changed, but the reward did.

    Over the last 5 years there have been others. I am sure the veteran players can chime in on other examples if they feel like it.

    In the MA, the custom critters are amazingly tough. Well, even a standard/standard minion is using a player damage scale. The risk is much greater against custom critters but there is no adjustment to the reward. So the risk versus reward isn't balanced.

    Don't get me wrong, I like the challenges that custom critters offer but I haven't heard of anything from the devs about increasing the amount of XP, Influence, tickets, etc. for this increased risk. I believe you can get full debt though. In relation to the risk versus reward of regular in-game mob custom critters pay out less. So a Crey minion who offers 372 XP for a defeat is the same as a custom critter minion who is defeated. I don't think many people would argue that the custom critter minion is a greater risk usually.

    Am I way off base here?
  16. Hmmmm,

    A timely announcement with little to no information on the heels of the MA AE debacle. Sounds like marketing had a hand in this.

    Remember last summer when they would only release tid bits about Issue 13 and it stretched out to I think like 5 or 6 months? That wasn't fun and it made a lot of players angry. Here it comes again. I can't imagine this big of an issue (Sounds like a COH2) coming out any time soon. Maybe a year of stringing us along.

    I hate when they do this. Issue 13/14 all over again. So maybe early 2010 for a release date and until then little scraps of information released as needed to keep the player base abated?

    I think the first thing I want to know is if side switching is permanent or only exists in this "alternate universe"? If it doesn't allow you to come back to the real world then it would be nothing more than a big MA kind of world. Think of how long the Devs have talked about keeping some powersets strictly villain or hero. Now they are abandoning this? Now my mastermind can walk around Brickstown?

    Before I get my hopes up I really want more information. This seems like a premature release of information to keep a proverbial carrot dangled in front of us.
  17. Any idea if there is a map with a rocket or missile launch kind of scene? I would love to replace the Ernesto Hess robot map with a big rocket silo. Maybe something villainside? I don't play villains much. And if no rocket map then shame on the devs. Bad guys are always shooting things into space!
  18. This is little off topic, but it seems decorative items have been a low priority. That's understandable. What I would love to see is since we have costume customization, base customization and soon mission customization, why not allow players to make decorative items?

    This needs fleshing out as I have no idea how that stuff is done, but imagine a way to provide the specifications for the decorative items and allow genius, super-duper players to start creating all of these wonderful items we have been aching to have. Maybe they can be posted, voted on, pass QA and brought into the game. This would give the creative types an outlet, base builders the base items and take some pressure off of development.

    Just a thought. I have no idea if it is even feasible.
  19. [ QUOTE ]


    Poster: Wuigly_Squigly
    Q: Would it be better if the reward of merits we're timeX spent on said TF, instead of the current: This tf is long, this tf is medium-long, this tf is short, categorizing? For example, you finish a 20 min katie or w/e and get 5 merits or something, whereas you finish that same katie but take an hour you'd get 15 merits, essentially the longer a tf takes, the more merits you get?

    A: Well, this would leave a lot of room for exploitation. Players could complete all but the last objective in 20 minutes. Sit around for an hour and 40 minutes and then finish to get the additional merits for doing nothing. So there has to be other factors other than how much time you've spent doing the TF.

    I hope this clears up some of your additional questions and concerns.

    Best Regards,
    Synapse

    EDITED: Due to horrible typo.

    [/ QUOTE ]

    Why not use a combined system of the fixed merit reward based on the datamined expected run time, but with a limited but diminished returns merit reward, based on run times over the expected time with a total limit allowed? Sounds confusing, but let me try to break down my thoughts.

    Currently, any TF has its fixed rewards. These rewards were based on a formula that took into account median run times, challenges and whatever else (magic 8 ball and other forms of divination. I kid. I kid). However, this fixed reward doesn't allow for variability of actual team play. If a TF is set for an expected runtime of 2 hours, the reality is some teams make take 2.5, 3 or 1.5 hours. Why not allow for some of this variability by putting in a diminishing reward formula that also is based on time? So a TF that is based on 5 min = 1 merit goes to 10 min = 1 merit once it has reached it's expected runtime (2 hours in this case) up to an additional 30 minutes or an additional 3 merits. These numbers are just examples.

    This allows for some variability without penalizing those teams that just, for whatever reason, take longer. Can it be exploited? I guess so. A speed team could just wait it out up to that additional time limit before they don't earn additional merits, but it seems that they would find it more lucrative to go do something else.

    I really think the fixed reward can be unduly harsh for teams that are not efficient or have problems, etc. I have done 3 Eden trials in the last week and they all took over an hour counting the initial hunt. It would be a shame to have only earned two merits. If there is a formula that would have allowed for this extra time beyond the expected 10 min (what percentage of players can actually do that?) then a minimal boost to the merits would be earned.

    So maybe a compromise is to allow some variability in time to reward with a fixed limit put into place.

    Just a thought
  20. Psywarrior

    Walk Button.

    [ QUOTE ]
    [ QUOTE ]
    I understand the code problem with trying to set either a max or absolute speed, but I don't understand BaB's number of animations statement.

    [/ QUOTE ]

    You know what, I was wrong...we actually need 15-90 animations

    Walk forward
    Walk backward
    Walk Strafe-Left
    Walk Strafe-Right
    Stop walking, transition back to ready

    Times 3 for each body type: male, female, and huge

    Times 6 for the various 'modes' to both cover the different hand/arm positions and to properly transition back into the appropriate 'ready' stance when you stop walking: Ready, Combat Ready, Weapon Ready, Dual Ready (used by katana and archery as well), 'Shotgun' Ready, and Shield Ready

    15-90 animations needed to do a 'walk button'. (Or 105 if we wanted to accomodate the two-handed club stance as well.)

    [/ QUOTE ]

    Issue 16: Walking Tall!

    After 18 months of hard work and restructuring our design team we bring you the next exciting issue of City of Heroes and Villains! Walking Tall! Now you no longer have to run anywhere but can leisurely strut, walk or shuffle your way to adventure!

    Features:

    You can walk

    *sigh* So much work, but it might be worth it!
  21. Base Repricing
    1) How will the repricing of bases affect you personally?

    It won't affect me too much. I have one base that is well established and we are pretty much done building. Plus, it uses magic doorways which I don't want to give up for the extra prestige. It is not worth it to me. I also have a starter base that it looks like will have the same costs and in fact I will see a loss as my free base will now be charged rent. To add to that though, when I do expand, it will be nice to have those lower costs. It puts a bigger plot size and decent teleporter space into a more manageable goal. I also have magic doorways in that base too *sigh* so I may put off expanding anyway. It seems the changes are really good for the medium sized bases.

    2) Will you dismantle your base to gain the additional prestige from the repricing?

    Nope. No real need to, not worth it.

    3) How long would this process take you if you were to engage in this practice?

    We use a lot of decorations in the bases and with the new floating object thing it would be quite an endeavor to redo the base. I can't give an exact time but it wouldn't be quick or easy.

    4) What are the positive and negative concerns regarding repricing?

    I don't see any negatives unless you count the new rent system for smaller bases. The prestige amount isn't the issue, it is more of being charged rent for no apparent reason.

    I think overall, the lower prices will be great for bases to develop. I wonder why the starter stuff didn't change prices much and the decorative rooms didn't.

    5) How will this feature affect you long term and short term?

    Long term it will allow for bigger bases. However, my group doesn't PVP so we already have what we need so there is no real reason to expand. The function of non-pvp bases is really limited and doesn't take too much (storage, teleporters, etc.) to have what our group needs. In the short term I don't see it affecting my group in any real way.

    Base Salvage Exchange to Invention Salvage
    1) What is the negative effect on your base for this feature implementation?

    This is one of the most troubling issues. The market can already be difficult and costly. Putting more of a burden on it really affects those payers who don't have a lot to spend.

    I am not convinced a change needed to be made. I never found the whole "salvage found" message confusing though I can see how base salvage would be confusing to the casual players especially for crafting base items or using the empowerment stations. The cost of using regular salvage now for the empowerment stations make the cost too great to use in any meaningful way. Not to mention the recipes seem only a little less daunting than the base salvage recipes.

    Switching over to regular salvage won't affect my well established base too much except for the empowerment stations, but my smaller base may be affected by the increased costs.

    2) What is the positive effect on your base for this feature implementation?

    Honestly, I don't see one. Base salvage was stuff people dumped off into the salvage racks. It can hold like 1K pieces so we only needed one. We love storage so we are already at our 18 storage pieces limit.

    The base salvage had no real cost to our group. Stuff was put into storage and people could use it freely. There were no security concerns either. Now, group members will have to make the choice to give up salvage or keep up.

    The only possible positive is that regular salvage is more familiar and recipe requirements would be similar to what our more casual players know. In that sense, the consistency is a plus. On the flip side most of our group don't use the empowerment stations and don't make items for the base (though they could if they wanted).

    3) How long will it take you to adjust to learning this new system?

    Not very long

    4) What side effects to this system do you currently see from transitioning the old to new system?

    a) Burden on the existing market. This is my primary concern. Luck Charms are already expensive and when this new system is implemented and the demand goes up because of base salvage and dual builds this is gonna be a real negative to the game. It very much has a rich get richer feel to it.

    b) General confusion until players got used to it

    5) What security concerns do you have regarding this change?

    My gaming group is a closed group so we are not too worried about people stealing from the racks, but this is still an unwanted burden to deal with. I feel sorry for groups who are actively recruiting where this issue is more significant. Honestly, the security issues should have been dealt with a long time ago, and not just for this salvage issue but for enhancements, inspirations, etc.


    Additional Notes:
    If you are going to go through with the salvage switch please, please, increase the drop rate of salvage and rethink some of the recipe requirements. Many marvelous posts have been made about this already. The villain market is already hurting, this change would be really detrimental without compensating for the increased demand.
  22. [ QUOTE ]
    * Veteran Respecs for Kheldians will fail if the Veteran Sprints Reward has been collected beforehand. All Enhancements in your tray (NOT the ones slotted in your powers) before you begin the respec will be lost. The only known workaround is for Kheldian characters to [u]NOT[u] claim the Sprint Powers prior to using a respec.

    [/ QUOTE ]

    Still not a quaranteed fix. I tried last night without selecting the prestige sprint or temp weapon and I still got a respecfailed message
  23. What about having an option for all the different power combinations? Us Altoholics need representation!
  24. [ QUOTE ]
    I didn't reread the transcript, though I do remember the interview distinctly...but here's my take on bases:

    They give players their own property...not exactly new ground for MMP's...however, they do offer an unprecedented level of customization.

    Clearly, that customization, as well as the several gameplay benefits that the base provides hasn't been perceived to be worth the cost (i.e. Prestige/time played)...hence, Posi and several others (including myself) have taken a spin at making bases more accessible at an earlier stage.

    It isn't the popularity of bases so much as the fact that our programming & art team did a phenomenal job of allowing players to generate their own lairs. Maybe not enough players have experienced this content to comment on it, though hopefully Posi's changes will help.

    [/ QUOTE ]

    I am perplexed by developers constantly being surpised by player behavior. It's not that we can look in hindisght and say, "See, I told you this would happen." Many of the issues that come up seem probabilistically reasonable. The adage "Risk vs. Reward" still drives the game. If players are not using the bases then the reward versus cost isn't high enough.

    This is such a fundamental concept. If you want players to be in teams then make the reward worth it that people will be looking for teams. If you want players to use SG bases then make the rewards worth it. See what the players are saying and adjust accordingly. Devs can't predict the right rewards versus risk everytime but be ready to make adjustments quickly to find the right balance.

    For me personally, I want more reasons to go to my base. Adding beacons to COH helped (a little). However, I don't want 8 or 9 teleporters. So now there is talk about adding aux items or whatever so teleporters can take more beacons. Forget the aux items. Just add it to the game. If it improves QOL for players and doesn't wreck the game then go for it. In hazard zones put in the SG portal so we don't have to run to another zone to get to our base. This just won't ruin the game. Let the sacred cows die!

    For med bays, I understand an aux item to transport us to the mission door, cool. But will it really wreck the game to allow us to revive in our base with 80-100% of our health and endurance? I know that we should be working for perks but honestly, it will take so long to get the healing badge requirement to add like 10% extra to health and end on rezzing in the base that its not fun. The reward is not worth the cost.

    Why are items so expensive? So what if large SGs have great bases? With much cheaper items at least medium size bases and smaller groups can have good bases. Lower the costs all the way around.

    Build more features of the game into SGs. I have a mission computer sitting in my base doing nothing. I like the idea of TFs but howabout story arcs, or just missions that my SG can enjoy together? Easy and quick to implement. Think of newspaper missions but form the mission computer (bat phone maybe?). It seems that the game can almost create simple TFs off of the mission templates in existence.

    Instead of trying to earn badges with enormous requirements (requirments not scaled for the number of players in a SG) allow us to use our mission computers to run story arcs to get the same plans or items.

    As for custmization, why not add a second or third level (free or little cost) for personal space? Allow most if not all players to have an investment in the base. I still think personal apartments are doable. We have doors to enter mission why not have doors to enter personal rooms. I guess the question is will you basically have to "zone" to get there? I am not sure I want 40 different apartments all loading at once and bog down my time to get to the base itself.

    This is sort of a rant but for devs to be surpised by their players over and over again scratching their heads is amazing.
  25. Please make this happen. I would love to just click on a button that puts whatever henchmen into bodyguard mode. Also, I would like to see an option where I can make it that the henchman doesn't go out of bodyguard mode even if I click the macro button on the menu bar for All attack my target.