Reiska

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  1. Is there some way that could be implemented to allow people to buy items off the Paragon Market for another player? I'm thinking something along the lines of Steam's gift functionality; in our market interface, it could be implemented by, for example, having a checkbox at the checkout page that says "This purchase is a gift" and checking the box would then enable you to select a person from your Global Friends list to give the gift to.
  2. Quote:
    Originally Posted by Stargazer View Post
    Regardless, other posters have expressly mentioned a concern that making the bosses AVs that scale down might make it harder for them to handle the missions solo/on small teams, and I see no reason for why this should be true. Feel free to disregard the "including Dr. Aeon" part above, and the point of my previous post still stands.
    Something else here Arcanaville didn't point out as best I can see: making these foes AVs that scale down would give them the PToD, which would make these arcs substantially more difficult for a soloist of any AT that relies on mez. Being "native" EBs means that they don't get the purple triangles.
  3. Quote:
    Originally Posted by Jibikao View Post
    I don't know what it is but my S/L capped defense means little in DA. Most of the mobs are using "exotic" damage type? They cut through my defense like butter.
    Dark Astoria's mobs have a base tohit of 64% rather than 50%, similar to the mobs seen in incarnate trials. So your softcap isn't softcapped in DA, most likely, unless you're running around with >59% S/L def.
  4. Dunno if anyone in the thread has said this, but personally I like the fact that most of these foes are EBs from a narrative standpoint - it's an interesting way of stating in gameplay how much more powerful your characters have gotten.

    Things like most of the Arachnos patrons _should_ go down like a punk to us at this point; as far as I'm aware, they aren't Incarnates in any shape or form.
  5. Quote:
    Originally Posted by Tenzhi View Post
    pointless irritation of DST
    I couldn't agree more. It's especially irritating when you have online friends in the southern hemisphere and are trying to coordinate RP times with them because the time differential is always changing on you. :|
  6. Quote:
    Originally Posted by Tenzhi View Post
    I think it's technically not. The time listed is 10 AM EST, which I believe is 9 AM EDT.
    Nope. Spring forward, 10 AM EST is 11 AM EDT. :P That was my initial thought too, though. Maybe the server clock's just set wrong?
  7. So, uh, any explanation as to why the double XP is being turned off an hour earlier than advertised?
  8. Oh no My condolences, and may Salsa rest in peace. She was one of the more memorable people on RP Virtue, and it's not going to be the same without her.
  9. Something I haven't seen addressed in Turgenev's idea, which seems interesting:

    You say that you'd want it to be structured as an opt-in sort of thing. Would I be correct in taking this to mean that the villain running the bank robbery mission in a hero zone wouldn't be able to initiate combat with heroes passing by, but only retaliate against heroes who attack him first? Or would there be some kind of "flagging" system a'la a certain other game where you enter a slash command or press a button or something and then you'd be subject to being attacked at any time until you unflagged (with a delay on unflagging taking effect, obviously)?

    EDIT: Wait, I'm an idiot, he addressed it in the first post about it. X_X Teach me to post while sleepy.
  10. Quote:
    Originally Posted by Beggly View Post
    I actually have a problem with this. Admitted, it's a personal one, but still a problem. Several years ago, my brother died. He was an avid CoH player. I'm not sure I'm comfortable with you guys reactivating his account forever. I was OK with reactivation for a short time, but forever? What if somebody hacks in and finds his account and it's information? Am I likely to see his characters running around? What guarantees can you make that nothing so annoying will happen?

    Admitted, this is a very rare (at least, I hope it is) concern, but it's one that I have in the back of my mind and I'm just not sure I like having it.

    I'm most likely just being paranoid, but I feel this way, however irrational it might be.

    I'd like all the ghosts of the past to stay at rest.
    If you get in touch with support and verify the situation with them, they can probably make sure the account is deleted or banned or somesuch as would make you more comfortable.

    Quote:
    Originally Posted by Mazzacre2 View Post
    This may be a dumb question but here goes anyway........Is there a reason why premium accounts don't get access to there set bonuses? I logged in my alt account that was reactivated to a premium account, hopped on a toon only to find I had all my sets in tact just no bonuses showed up and they did not effect my powers!! So is this how it's supposed to work or is this a bug??? Anyone???
    Premium accounts do not normally have access to the invention system unless they were beyond a certain veteran threshold.
  11. Quote:
    Originally Posted by Golden Girl View Post
    Or Marty might have told them which exploit to hit first
    Now we just need forums MARTy.
  12. Quote:
    Originally Posted by Golden Girl View Post
    Fixing exploits is never totally pointless - but the problem with these AE fixes is that it leaves behind a pile of abandoned farm missions as the exploiters move on to the next exploit they've found, which just clutters up the AE mission list.
    I have no love for farming in this game, but I can't justify saying that self-rezzing mobs giving XP for the second defeat is an exploit with a straight face.

    For one, this behavior occurs elsewhere in the game - Freakshow mobs can randomly self-rez, and they give XP the second time, in dev-created content.

    For two, let us break the argument down. A self-rezzing mob is, generally, equally as difficult to kill the second time around as it was the first time around. To argue that it shouldn't give XP for the second kill, which takes exactly the same effort as the first, skews the reward model regardless of whether you're measuring time/reward (because they take twice as long to kill) or risk/reward (because they have twice the opportunity to hurt you).

    But, if the basis of your argument is that they shouldn't give XP for the second kill because the challenge of a self-rezzing mob is not commensurate with the XP they give, one can only logically conclude that the mob shouldn't be worth XP at all, because the second kill is exactly as difficult as the first. So if the second kill is "too easy" to be worth XP, isn't the first kill also?
  13. What I don't understand is how a 64-bit OS would matter as to how long CoX takes before crashing, given that it is a 32-bit application. (Yes, I'm aware support gives this suggestion, as a friend of mine has your same issue.)
  14. I like the suggestion of making it different for each AT in a way that plays to the AT's strengths. Like, for instance...

    Blaster: Keep the crashy nukes, but up their damage per Arcanaville's suggestion such that they are guaranteed to kill LTs, at least even-con. Perhaps make them ignore damage buffs from sources other than slotted enhancements like Judgment. Lower the recharge to, IMO, no more than 3 minutes.

    Corruptor: Lose the crashes, adjust damage if necessary. Ideally, making them all more rain-style for Corruptors would be an interesting way to synergize with Scourge. Lower the recharge to 2 minutes a'la Beam Rifle. (I think Corruptor needs crashless nukes due to its support subrole)

    Defender: I see two ways to go here. Either match what you did with Corruptor, or make defender nukes crashy but attach substantial team buffs to them in tandem with the big explosion of damage. (I don't know if this is possible in our engine.)

    On a more fundamental level, personally, I don't think the crash is the problem with the "old" nukes currently in the game. It's the recharge.
  15. Hopefully this gets fixed soon, lest we log in sometime to see this:

  16. I'd suspect this also affects Darkness Manipulation.
  17. Felt the need to chime in here.

    My personal opinion is that, if you don't enjoy the micromanagement that comes along with working out IO builds and such, don't do it. None of CoH's content is difficult enough to necessitate it provided you can follow directions; I've run a tank in incarnate trials that used exclusively SOs and she performed fine with no incarnate powers other than a tier 1 alpha slot (which is trivially easy to fill).

    Basically, I concur with the others in this thread - anyone who's going to kick you from a team for not being IO'ed out isn't worth your playing time anyway.
  18. Quote:
    Originally Posted by Noyjitat View Post
    the usual 3 months
    What "usual 3 months"? 3 months is actually significantly faster than the average number of days between issues over the entire life of CoH.

    In fact, the average amount of time between issue releases over CoH's history thus far has been 126 days; the smallest gap between issue releases historically is the gap between issues 5 and 6 (57 days), and the longest to date was the gap between issues 16 and 17 (225 days).
  19. Quote:
    Originally Posted by Xanatos View Post
    CoH's account numbers may have been that a couple years ago. They're no way near that now. There's a reason they're changing their financial model.
    It doesn't have anything to do with the playerbase shrinking at a much further accelerated rate than we have known it to steadily decrease; NCsoft would just shut the game down if that were the case, like they have with other MMOs showing that pattern. NCsoft doesn't historically throw resources at 'dying games' in a last ditch effort to save them - they just shut them down. Especially not over a year's worth of resources (which is how long the devs have been working on Freedom behind the scenes)

    So it's a reasonable guess that CoH is not, in fact, dying, and that its subscriber base is still reasonably close to that 100,000 figure on either side. (Granted, of course, a sizable portion of that is people with multiple accounts I'm sure...)
  20. Quote:
    Originally Posted by Xanatos View Post
    Yeah but if you don't use it why would you want it removed?
    I'm going to wager a guess that (s)he doesn't like the kind of player attitudes and/or drama the typical PvPer brings to the game. Mind you, CoX PvPers are, in my experience, a cut well above the "typical PvPer" of other MMOs on average, but I've run into my fair share of jerks even in CoX.

    Quote:
    Originally Posted by The_Masque View Post
    According to my latest count- 69 players sign up for BC2.
    69 players is an excessively small number proportional to the size of CoX's active playerbase (which, even by conservative estimates, is around 100,000 accounts).
  21. Quote:
    Originally Posted by reiella View Post
    Likely, but can hope folks can use it as an incentive to start using the in-game LFG system again. Course, as you said, folks [myself for instance], like to ask before inviting, and with a trial you just won't get a response.

    Of course, could really hope and see if we get a matchmaking service.
    Even with the in-game LFG system, many established people on CoH find blind invites offensive as a matter of course.

    Too bad that blind invites are the only thing trial (free) players can do. I don't see them having a lot of luck getting teams as the system is currently presented, and CoHF is unique among games that use the proposed model in locking out /tell to free players. They can use /hc, of course, but on most servers, people will at best tell you it's not the proper use of the channel and point you to a server global (which trials and free players can't use) and at worst flame you.

    Quote:
    Originally Posted by Forbin_Project View Post
    The same arguments were made when they added the trial account restrictions and it didn't drive people away from the game. Don't see it happening in the future.
    It also didn't seem to bring anyone to the game on those trials.

    Quote:
    Originally Posted by rsclark View Post
    And, given the fact that this change is happening, the trial accounts didn't have their desired effect. I certainly can't prove that the change in communication is what caused the trial accts to be ineffective at bringing in new people, but I certainly would not point to them as a success, given the fact that they didn't work.
    Agreed. (Only quoted you to emphasize the below response.)

    Quote:
    Originally Posted by Forbin_Project View Post
    Yes they did.

    RMT chat spam dropped to next to nothing.

    Base raiding by trial accounts stopped completely.

    RMT Email Spam vanished.

    RMTers stopped using Trial accounts to transfer billions of Inf between accounts

    RMTers dtopped using trial accounts to farm high level PVP zones, trials, and TF's

    RMTers were unable to use trial accounts to abuse AE exploits.

    All glowing successes.
    You have correctly described all the ways in which the restrictions on trial accounts prevented trial account users from disrupting the game experience of paid users. However, you're missing the point that the restrictions on trial accounts also very likely minimized the success of the trial accounts' intended purpose, namely, bringing in new players to CoH. Point of fact: the introduction of the trial accounts made no visible change in the trend of CoH's subscription numbers (slowly but steadily downward since the launch of CoV).

    I love CoH, have been playing it for 5 years, but I have to say that I wouldn't join it based on what trial accounts offer.

    Quote:
    Originally Posted by Forbin_Project View Post
    As far as I've seen none whatsoever. I have yet to see anyone on a trial account complain. If you have please provide the links to their threads.
    Perhaps this is because they can't talk.
  22. Quote:
    Originally Posted by Furio View Post
    I'd say *anyone* that didn't play the original, not just the "race to cap" people, would feel slighted by people being allowed to tranfer their levels from original game to sequel.
    I wouldn't.

    Frankly, the only things I'd even remotely expect to be carried over to a theoretical CoH2 from CoH1 characters are non-gameplay factors. It'd be nice, for example, if existing CoH1 subscribers would be able to reserve a limited number of character names in CoH2 which they presently hold on CoH1. It would also be nice if there were some way to import CoH1 costume data into CoH2 (probably from our saved .costume files), and maybe if there was recognition of old badging, or old story arc souvenirs, or that sort of thing.

    But I would certainly expect, and not be offended by, having to start from level 1 again. The trick is, depending on a new game's implementation, that could even easily be done without making our established characters feel less powerful - it's all a matter of scale. Nothing at all says a hypothetical CoH2's level 1 characters would have to be equivalent to CoH1's level 1 characters in power selection or strength.

    I still wonder, though, if they might not be working on a client revamp of some kind. I'm pretty sure EQ did that at one point - releasing a new client with better visuals than the original launch client was remotely capable of, and which interfaced with the existing servers. I'm not sure if compatibility with the launch client was retained, though.
  23. Quote:
    Originally Posted by TargetOne View Post
    Have the devs EVER said why the kiosks were disabled in the first place? Or why they aren't working on restoring them?

    I personally wish the kiosks would be fixed, if only to "complete" the game. But if the devs are never going to do it, they should be removed (the kiosks, not the devs ).

    Alternatively, perhaps the kiosks could be assigned to another purpose. There are probably any number of potential uses for a public information terminal...
    What I've always been told is that the kiosks were disabled because RMT spammers were using them as a source of character names to send spam to.