-
Posts
11 -
Joined
-
[ QUOTE ]
Ok, I'm going to step in here.
[ QUOTE ]
Then I read what you can or cannot do, and anything I was going to do seems to have gone out the window, it is just a radio mission creator by the sounds of it. I doubt i'll be reactivating my account again come I14 if it hasn't added some useful features.
[/ QUOTE ]
This isn't helpful, and calling the Architect a radio mission creator is a misrepresentation of the known facts on several fronts.
Things you can do in the Architect that do not occur in radio/newspaper missions include:
Earn badges related to a specific mission/arc.
[/ QUOTE ]
Which doesn't really affect what i can do or not do with missions.
[ QUOTE ]
Make mixed hero/villain teams.
[/ QUOTE ]
Again, who can enter doesn't really affect what I can do in making it.
[ QUOTE ]
Rate content.
[/ QUOTE ]
Which has what to do with what I can do in terms of missions I can create?
[ QUOTE ]
Earn skeeball tickets.
[/ QUOTE ]
Which gives me what in terms of mission design?
[ QUOTE ]
Unpublish an arc.
[/ QUOTE ]
Which gives me what in terms of mission design?
[ QUOTE ]
Tell a story.
[/ QUOTE ]
Ditto, nice text, shame about the fact the missions were no different to any other radio mission.
About the only 2 things which have any bearing in how a mission will play are:
[ QUOTE ]
Place an Elite Boss, Arch Villain/Hero, or Giant monster. Alone or in multiples.
Scale player's levels to match the content.
[/ QUOTE ]
But even they aren't that great in terms of what I can do.
Sorry, but at the moment it is a glorified radio mission creator. Yeah a bit of candy around the outside, but nothing really to do with what I can actually do in terms of actual mission design. -
[ QUOTE ]
I am also bummed about the lack of triggers. It seems to me that most of the things that distinguish the fun missions from the dull ones will not be available to us. Someone said a while ago that the MA sounded like a glorified radio mission generator, and Positron seemed offended by the comparison.
[/ QUOTE ]
I just reactivated my account after a long time away on hearing about the mission creator, missed the bit about it not being in yet though.
I had a couple of story arc ideas already, and mission concepts that I'm looking forward to doing.
Then I read what you can or cannot do, and anything I was going to do seems to have gone out the window, it is just a radio mission creator by the sounds of it. I doubt i'll be reactivating my account again come I14 if it hasn't added some useful features.
Must haves from my personal persective:
Ambushes
In mission triggers
Custom spawn placement.
Custom spawn setup (e.g which mob types of a faction)
Branching story arc (next mission based on result of previous one)
Timed missions.
Multi part missions.
I'd also like to be able to edit/create factions or mob powers. Though that would be a very nice to have rather than a must have.
Preset maps may be useful, if there are enough types that I can find the sort I want. -
Wow - you were 2 years and 3 weeks late to that discussion.
-
So your chance to hit is affected by the mob level difference (expected) - is it not affected by the mob rank? i.e. are bosses harder to hit than minions?
-
[ QUOTE ]
Definatly really favors dark heals and triage beacon a little more. Any chance of making poison heals and single target debuffs into AOE like their supposed to be (ala rad), or at least increasing its heal amount to a reasonable level.
[/ QUOTE ]
since when have poison heals and single target debuffs supposed to have been AOE - isnt the term single target precisely descriptive of what they are supposed to be. -
'Killing' someone doesnt bother me to much. I dont pvp for killing, but for lighthearted fun. I want an AT to do do in PvP what his AT indicates he should probably be capable of.
For my tank with the best defenses and medium ish damage I expect to be able to easily withstand a beating from any other single toon (without running away), but not necessarily be able to beat them. I expect to be able to have a good chance to withstand a beating from several toons - though probably with no real chance of beating them. Toggle dropping and especially and things like unresistable damage largely sort of neuter that. My best times in PvP was where it has taken 6 or more villains to take me down, my worst are where toggles keep dropping and I cant keep up with it. Why did devs decide being held was a no-no, but being glued to the power tray to spot toggle drops was a winning idea?
I want taunt to work 100% so that on a team I can then fullfill the sort of role of always 'being in the way' and forcing an opponent to back off from who he wants to attack or get some help to actually take me down. I would happily see taunt just be a single target taunt for PvP if it was 100% (and it lasted more than a fraction of a second).
failing that I would like to see any toon who isnt dealing with the tank (ie targeted on him) lose any status protection from that tanks attacks - that would allow taunt to be 'nerfed' and other toons to concentrate on the squishies if they want, but would come at the risk of being clobbered or faulted etc because they were 'ignoring' the the big guy in favor of the wimp. In many ways, our problems stem from any sort of situational modifiers in combat - it makes no difference whether you ignore the tank or not, he derives no benefit from being ignored. Really it it is that single flaw in the system that renders tanks almost ignorable, taunt would be the crutch that sort of rectifies that. Other ATs are not quite so ignorable - most trollers/defenders have to many powers that can cripple you or boost your opponent, most scrappers/blasters can deal damage fast enough to make it risky to ignore them. Except for a couple of specific builds tanks are nothing more thana minor nuisance, if that.
I realise a lot of people PvP with an expectation being able to beat any other toon. I think for a game like CoH that is a flawed concept. I want different ATs to be good at different things and weak at others. I happy for my tank to not be able to win as long as he is unlikely to lose either and has an ability to realistically take advantage of that. -
[ QUOTE ]
The way I figure this, there really is no such thing as a melee attack in CoH/V. There are only ranged attacks with a range of 5 feet.
[/ QUOTE ]
however defense is typed, melee , ranged, aoe. That means the game does have the concept of melee attack, and the code can differentiate between the types. It may be that the implementation is based on range:
atk.range < 6;
or it may be flag based
atk.isMelee;
or bitmask based
atk.type & MELEE;
However, some where (unless the defense system is screwed up) there must be a way of ascertaining whether an attack is melee rather than ranged.
Of course flooring the range to a minimum of 5' would suffice as well. That would allow melee to work for all, and allow fire ball to work when you stuff your pinky up his nose and say 'debuff that! stormy'. The issue then is just overcoming the repel of hurricane to get next to the guy - a challenge in itself against a competent stormy. -
[ QUOTE ]
Because they can distinguish by AT, and not by attack type.
[/ QUOTE ]
wrong.
Check the defense powers sometime, defense only vs melee, defense only vs range.
If the devs are saying that then they are not being truthful, either they cannot tell the difference between attack types or they cannot be getting defense working as documented. -
[ QUOTE ]
There is Scrapper which is Melee, and Blaster which is Ranged.
[/ QUOTE ]
Wrong.
Scrappers are Melee and defense
Blasters are Ranged and Melee.
Read the description as well, blasters are about massive damage at range or close up.
If you want to play a blaster as range only, fine you pay you play. Don't tell other how to play when they are paying to play. -
For me it wasnt the waiting with arenas (I didnt have a problem with that on the first few days), it was the way it was implemented. I mainly play defenders or controllers. Most of them are designed for team play, not surprisingly they didnt do well 1-1, but the fact that toggles were dropping cos you got hit was just stupid. Rad debuffs up, hit, debuffs down, hit hard and dead. Artic air, steamy mist, hit - they drop and I die. None of these toons had big damage output and relied on toggles to debuff the enemy but anyone with damage output can totally negate the toggles by simply using their attacks.
In team situation they didnt do much better, cant help team if I cant keep toggle up, and the fact that when playing in teams you tend to just die the moment you get targetted by everyone on the other team doesnt help. Defenders/trollers seem to be first target as well.
Although im not really into PvP I was actually looking forward to Arenas, and tried all 8 toons over the course of a couple of evenings. The only one that did anything was a kinetic defender in 1-1, I found he could out tank a tank with end drain and transfusion. My conclusion - defenders and trollers are at disadvantage and if they are toggle based then they are at a bigger disadvantage. No idea whether it changed cos Ive never been back since, Im not going to design a toon just for PvP. -
[ QUOTE ]
As a scrapper I tend to go for bosses, as reflexes I tend to do well against them since I don't get hit... but against bosses and lts of +2 or +3 I'm going down in maybe 3 or 4 hits tops... I dont' think a "minor amount of resistance" that kicks in at 40% hps is going to keep them from dropping me often enough for it to matter.
[/ QUOTE ]
But isnt the problem there that you are going into situations which is supposed to be ultra risky whih a very high chance of you face planting! Quite correctly no change should affect that.