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I never understood why NCsoft is so gung-ho with their games. Several other F2P MMO's I can think of run on barebones infrastructure (~2 servers) with some tech support and the occasional tech patch.
This game has what, 11 servers with lots of staff for content patches? Do their definition of pruning to chop the entire tree down?
I mean this economy isn't doing anyone any favors, but this attitude from NCsoft sure isn't making me want to go to any of their other games if they all will get the axe sooner or later. -
I'll throw out the most common unspoken reason.
People grow quite attached to their characters in PvE, they're used to the fact that they can plow through hordes of baddies and for lack of a better expression, feel like superpowered heroes.
PvP game mechanics play vastly differently, and the whole experience tends to see people having their characters die frequently. It's like a feeling of betrayal contradicting everything they have been taught by PvE.
Unless one has a strong competitive streak, PvP has nothing appealing to such players. -
Couple old characters I'm dusting off after the PvP nerfs generally made me shelve a large portion of my characters. I haven't crunched numbers most of my game career so I'm only generally familiar with the softcapping business, I guess my question is whether or not it will be worth it. Money not an issue (minus PvP IOs)
edit: Since I seem to be getting a lot of views and no comments, I'm looking specifically for slotting suggestions for softcapping (or other means of maximizing survival on these characters). Positional, typed, etc? Search of paragonwiki not turning up much since I don't know what keywords to look for.
Case #1: Old Ice/EM tank, now partially neutered by the fact that the no-phase nonsense carries over to PvE. Reslot or gut?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Hero Profile:
Level 1: Frozen Armor -- HO:Cyto(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Rchg+(5)
Level 1: Barrage -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(7)
Level 2: Hoarfrost -- HO:Golgi(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 4: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), HO:Nucle(17)
Level 6: Wet Ice -- EndRdx-I(A)
Level 8: Chilling Embrace -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(17), TmpRdns-Acc/EndRdx(19), TmpRdns-Rng/Slow(19), TmpRdns-EndRdx/Rchg/Slow(21)
Level 10: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Acc/Rchg(21), Zinger-Dam%(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Super Jump -- ULeap-Jump(A), ULeap-Stlth(25)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(27), P'Shift-End%(27)
Level 22: Glacial Armor -- HO:Cyto(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Rchg+(31)
Level 24: Icicles -- HO:Nucle(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dam%(33), Sciroc-Acc/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Armgdn-Dam%(34)
Level 26: Energy Absorption -- HO:Membr(A), HO:Membr(34), HO:Membr(34), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36)
Level 28: Build Up -- HO:Membr(A), HO:Membr(37), HO:Membr(37)
Level 30: Permafrost -- Aegis-Psi/Status(A), S'fstPrt-ResDam/Def+(37)
Level 32: Hibernate -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 35: Energy Transfer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42), HO:Nucle(42)
Level 38: Total Focus -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45), HO:Nucle(45)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- ImpArm-ResDam/EndRdx/Rchg(A), ImpArm-ResPsi(45), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(46), TtmC'tng-ResDam(46)
Level 47: Weave -- HO:Cyto(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Case #2: Looked through some of the guides for softcapping WP; I'm not against that, but it just seems slightly strange considering the tradeoff with your attacks and some other powers *shrug* On a different server than the above so wanting a frontline powerhouse for similar reasons.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Tanker
Primary Power Set: Willpower
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: High Pain Tolerance -- ResDam-I(A), ResDam-I(3), ResDam-I(3), Heal-I(5), Heal-I(5), Heal-I(7)
Level 1: Jab -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(11), Zinger-Dam%(11)
Level 2: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(13), TtmC'tng-ResDam(13), HO:Ribo(15)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(42)
Level 6: Indomitable Will -- EndRdx-I(A)
Level 8: Rise to the Challenge -- HO:Golgi(A), HO:Golgi(19), HO:Golgi(21), DampS-ToHitDeb(21), DampS-ToHitDeb/Rchg(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(43), Mocking-Taunt/Rchg/Rng(43), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 14: Super Jump -- ULeap-Jump(A), ULeap-Stlth(23)
Level 16: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(25), P'Shift-End%(27)
Level 18: Hurdle -- Jump-I(A)
Level 20: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), HO:Nucle(31)
Level 22: Heightened Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 24: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(34), Numna-Heal/EndRdx(34), Numna-Heal/Rchg(43)
Level 26: Kick -- Empty(A)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36), HO:Ribo(36)
Level 30: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 32: Strength of Will -- ResDam-I(A), ResDam-I(37), ResDam-I(39)
Level 35: Health -- Numna-Heal/EndRdx(A), Numna-Heal(50), Numna-Heal/Rchg(50)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Focused Accuracy -- HO:Cyto(A), HO:Cyto(42), HO:Cyto(42)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), EndMod-I(48)
Level 49: Stamina -- EndMod-I(A), EndMod-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
Food for thought if you like.
The person who introduced me to this game is my RL buddy, and probably subscribes for two months total every year, and I'd definitely categorize him as very casual. Some things to keep in mind for your analysis...
He runs on DOs, because SOs are too expensive to keep reslotting.
He doesn't sell drops. He didn't even know or notice that his recipes and salvage were full until I pointed out the red letters on his power tray to him. The entire Invention system is beyond his scope of interest. I suggested some reading on the forum to help offset the chronic shortage of inf, but he laughed at me because reading forums and faqs shouldn't be a necessary part of having fun *shrug*
He's currently level 32 on a brute he created last holiday, so his entire income is earned from defeating mobs and mission/arc bonuses. He had around 800k I believe after I crafted some generic 30 IO's to save him reslotting funds mentioned above. This is after turning off SG mode as it was cutting into his earnings. I gave him 5 mil or so which should last him well to 50, whenever he does that.
An odd case perhaps, but there is a part of the playerbase like this. -
There are a couple alternate solutions I'll touch on quickly. Bolded important parts.
First, the core problem. PvP is supposed to be balanced. The theory that is, I'm aware that it rarely is in practice. This was the philosophy behind the Issue 12 (?) changes. It didn't really work. When you required 3 power pools (2 travels + fitness) before, you now need 4 (2 travels, fitness, and phase, a build generally useless for PvE).
Incorporating loot into this, especially RARE loot, means that introductory PvP is even uglier. These recipes need to for kills AND defeats, so that high damage builds are not the only ones with a good chance of drops. Team Fortress 2 does this rather well I believe, for drops are awarded as a chance per set time interval, and is not tied to normal objectives which can be farmed or griefed (there's an interesting interview with Valve here). This method examines the average playtime of a player, and has a set rate interval, at which each interval the player has a chance to get an item. If you spend more time playing, more chances, but none of the needless grinding for achievements that plague other situations like XBox live. This I believe is not too unlike the method Castle commented on briefly about badges a long time ago which was scrapped in design. This has the added benefit of allowing players to get those rare recipes whether they spent 30 minutes getting base camped (it does happen) or off in a bout which may or may not even be balanced due to the problematic factor of faction numbers currently in the zone. The very fact that a character here has so many survival mechanics means that kills in PvP can be rare. As was mentioned earlier, higher skill means you get killed less, and if the other player is good as well, kill less. Less supply because people are getting smarter? No thanks.
edit: As the immediate problems of afking in a zone came to mind after I posted this, the simple solutions are A) remove all safe zones outside of a very small area outside the zoning portal, and/or B) make the logout timer much shorter (like 5 minutes) and override ALL other methods of preventing auto-logout.
Valve also releases gameplay statistics, something I believe this game could use. If nothing but scrappers and blasters are in a PvP zone, something's wrong. Having drops for getting defeated also makes it sort of a consolation prize of "Hey, thanks for playing!" rather than only awarding PvP IO's to the best and leanest, something of a design problem if you ask me. Yes, I'm aware that TF2 is nothing but team based PvP, but this sort of thing is interesting to the average person and not just the mathematician.
Inflation exists because there's no supply. Unlike a real economy, you cannot go and start a business to address shortage of something. You cannot craft a PvP IO recipe from a bunch of garbage salvage. These PvP recipes need to drop like inspirations, this is the only way to truly drive the prices down. Farmers are continuing to find better and leaner ways to farm as they twink out builds, optimize DPS and attacks, making their own missions even, and the 'inf generation' part of the game will do nothing but rise on the higher end. To draw an extended analogy, this is a little bit like the drug war in several countries: the only way to effectively combat prices is to offer a completely alternate, legitimate means by which to obtain the product, and at much, much lower prices than the competition. If Gladiator Armor +res's suddenly start dropping by the dozens, people won't continue paying the 3.6 billion inf currently required. Why would they?
Inf was a trivial commodity before IO's themselves came around and fostered a very different attitude in this game which I think was a very refreshing change compared to other games. I still remember my first month in this game back in 2005 when I started off in Atlas and was given 250k out of the blue by some level 50 because he was helping new players. I don't see that as much any more unfortunately, and maybe it's time to turn inf back into what it was before: just that, play money. -
Here's the Lady Grey proc bug screenie someone took.
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I was bored, and noticed that we didn't get this badge in the GR goodies list a while ago, so tried my hand at it.
Granted we don't really know what colour scheme or motifs they will have so I just threw together some stuff.
Feedback or flames welcome. -
In a system where money can be generated infinitely, its value of this currency will decrease. Look what happened to the Weimar Republic.
LotG +rech used to be in the 40 mil range for a few months following introduction, they have steadily climbed to what they are today (worse trend on the Black Market)
Inf is surprisingly easy to earn in this game, both from "generating it" in terms of defeats, and getting it, by selling through the market.
edit: The fact that RMT spam continues in this game means that at the very least there is a portion of the playerbase using their services, so factor in the odd 2 bil influx here and there. -
After playing some games like Far Cry, I can definitively just say one thing. Smarter AI is good when you want a challenge. Dumb AI is better when you just want a cathartic experience to unwind, which is largely what this game provides.
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If price is not a factor, http://www.falcon-nw.com/
Also try http://www.sagernotebook.com/default.php
If it is, it depends on what you're willing to compromise, because as it's been said, performance-per-price wise, laptops are double what desktops cost.
Some middle of the line stuff:
http://www.newegg.com/Product/Produc...82E16834146613
http://www.newegg.com/Product/Produc...82E16834220639
http://www.newegg.com/Product/Produc...82E16834157042
In general, I look for Asus or Toshiba as they tend to make the most reliable portables.
Heard the Core i7's heat up awfully quick in laptops so you may want to look for Core 2 Duo's instead, but I can't speak from firsthand experience.
Whatever your choice, stay the flying [expletive] away from Alienware. -
Thanks for the replies folks.
See what I can do then to gut some other characters for funds then, because it won't be cheap.
Local, if I'm reading one of your builds correctly, global recharge of 106.3% is enough to get perma-PA/AM/hasten? -
Going a somewhat different route with my ill/rad since I have no particular interest in the uber builds for soloing AV's. My general intention was to maximize recovery and (ranged?) defences, and be a survivable asset to a team. AM+PA up most of the time would be nice though.
So far, I have something like this planned out (current build is half SOs). Not sure what kind of +def I should be shooting for, as radiation infection tends to help substitute for a lot of this (I think, not much of a number cruncher).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Void Spectre: Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Blind -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), HO:Enzym(13)
Level 4: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
Level 6: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Def(23), LkGmblr-Rchg+(23), HO:Cyto(46), Empty(46)
Level 10: Hover -- Flight-I(A)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Srng-Fly(A), Srng-EndRdx(25), Srng-EndRdx/Fly(25)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Recall Friend -- RechRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(27), P'Shift-End%(29)
Level 22: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(29), ExRmnt-Acc/Dmg/Rchg(31), ExRmnt-EndRdx/Dmg/Rchg(31), ExRmnt-Dmg/EndRdx(31)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(33)
Level 26: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(33), TmpRdns-Rng/Slow(33), TmpRdns-EndRdx/Rchg/Slow(34), TmpRdns-Acc/Dmg/Slow(34)
Level 28: Deceive -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), CoPers-Conf/EndRdx(36), CoPers-Conf%(37)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(37), LkGmblr-Rchg+(39)
Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-+Res(Pets)(40), ExRmnt-Acc/Dmg/Rchg(40)
Level 35: Mutation -- RechRdx-I(A)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(50)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45), Aegis-Psi/Status(45), HO:Ribo(50)
Level 47: Spectral Terror -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(48), Abys-Acc/EndRdx(48), Abys-Acc/Fear/Rchg(48), Abys-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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Quote:Considering you kinda need that aggressive-obnoxious personality to survive in that business, I'm not.What really disturbs me about this entire business is the claim (on his Youtube profile) that he's twenty-one and plans to get a masters in criminal justice.
I am curious how other fully twinked farm builds compare on this mission though. -
Quote:The amount of time required in preparation for PvP tends to be inversely proportional to the amount of fun one can have approaching it.Completely agree with this. I think the devs stumbled onto the right formula (quite by accident) but never followed through. I remember at one point there were 12 or 13 full RV instances on Test. Why did it work so well? My opinion:
* Instant level to 40 - no grinding PvE to get to a PvP level
* SOs - build didn't come down to "gear"
* An opportunity to try a whole bunch of different builds without guessing whether or not it would be viable or not
I'd be curious to see how popular something like this would be if they brought it back.
In MMO's, you need to grind up the levels, get money, loot, and THEN learn tactics which tend to be deep and convoluted. The time you've invested into a character means that when you do poorly, you feel betrayed. Dodged? Ineffective? What do these mean? Conversely, a character that you've just auto-levelled you will have no particular attachment to, and can just start mucking around.
FPS games for example are easy to get into because you just pick up a gun and start shooting; you can learn to be more careful and pick up tactics on the fly. Bullets don't suddenly stop hurting enemies because someone hit ability D (usually anyway), so you can immediately pick up on your shortcomings and improve. There's none of this "Hah! My power nullifies your entire offensive capabilities for 30 seconds!" -
Also keep in mind that it rewards less merits than the STF (thanks to the powergamers and merits don't incorporate the average failure rate, which I suspect is much, much higher than the STF), and that the tech in mission 1 hasn't been fixed since Issue 7.
If you were expecting some deeper meaning, there isn't; complaints like yours, logical and flame alike, were flooding the forums when it was released. -
Redside arcs tend to be more concisely written without needlessly extending arcs (blueside has a lot of errands) or making you travel across several zones for no good reason. Accordingly, it's more efficient, and in the way that merits are designed, you're punished for it.
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1. Are you having fun? If yes, proceed. If no, examine why and seek appropriate answers and measures.
2. The primary reason any particular powerset gets flak, especially the whiny type, is due to ignorance. Granted, FA actually does have holes (no natural kb protection, so acrobatics or IO's do nicely now though, not much in the way of exotic damage resists), but so does every other set.
A large factor which has made people claim armor tiers in functionality is due to how close to godly one can become with IO's (max'ing/softcapping defences etc), and that defence, especially in large amounts, is simply much more practical than resists in this game (PvE anyway); especially at the higher levels where attacks, when they hit, tend to have secondary effects, such as endurance drain. FA relies solely on damage resistance, and can get negative rep from that.
Things to keep in mind, depending on what level you are, you may or may not notice these things. And always, refer back to point 1. -
Illusion/Storm is generally considered the crown prince of causing mayhem.
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Perhaps once the players finish reporting the 800 pages or so worth of farm missions, then the Devs have a decent chance of finding new missions to nominate.
My money's on the fact that they're all too busy on GR material right now. -
Because this game is heavily instanced, it'll seem like nobody is around in the city zones. /search is your friend, as are global channels, supergroups etc
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Few people to engage with in PvP means less of a reason to devote development resources to fixing it. Not fixing it means fewer people engage in it. Vicious cycle.
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I'm not sure why they didn't simply implement a much easier and much more obvious solution to balance pvp.
Stick a temporary power vendor in each zone which sells you a power which functions as both SJ and SS, for free, but can only be used in the zone, and wears off when you leave. -
Hi and welcome to pvp 2.0, where everyone is a squishy.
Yes, you're supposed to get (offensive toggles) detoggled by any mez effects easily :\ -
I've PvP'd on and off periodically ever since picking this game up shortly before CoV came out. I have a bad history, not because of the actual play session experiences (typically getting served, repeatedly), but because of a surrounding issue.
I don't expect to go in and pwn every time, far from it. Every time I roll a character intended for PvP, after my own observations and some advice, they get nerfed shortly after I hit 50. I have really bad luck that way. I also tend to play my characters to 50 since I don't know enough farmers to get PL'd to 50, nor am I on frequently enough to level quickly.
Obviously, I'm not doing something right.
Ice/EM tank: 2 weeks glory before phase change nerfs (also hurts me in PvE, gwah?!), went from decent (hey I'm not that skilled) to suckage. Toggle changes also hurt massively.
Ill/Emp controller: Meant as support, now no longer does a whole lot due to healing decay.
Fire/Em blaster: The supposed damage monster (never got him properly IO'd), deadweight due to animation-damage standardization.
Fire/Rad controller: Never was intended as a PvP chara but did decently due to the secondary, now is entirely a PvE character due to toggle changes killing rads off.
Fortunata: One of the strongest villain potentials for teams killed due to elusivity and DPA standardization. Had all of 4 days glory in RV before being curbstomped. Can now sometimes kill AFK people if they're not reg3nz.
So, I'm playing the game as the devs intended, and not enjoying it. I'm bitter because of my affinity to the characters I've poured the better part of a year getting to 50, then finding out that they no longer are functional due to system changes. If I'd farmed (or had access to an auto-lv 50 button like in guild wars for pvp specific characters) all the way, I don't think I would care.
Most of my server's zones are dead, and RV only has fiteclubs. The arena has been taken over by badge farmers.
Devs, please reevaulate your take on farming and PLing, it's quite clearly a necessary ... good? PvP is one of the only endgames this MMO has, please leave it alone. The learning curve before was steep, but it was predictable in a way. Now nobody has an idea of what's going on, or is supposed to be going on.
<may or may not get read, but regards anyway>,
Player # Something