Samuel_Tow

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    ... that would be creating new content. Since there's none in boomtown, for instance, right now.
    That's what I was going to say, as well.

    "One Issue Fixing Stuff" implies bug fixes, which will never end, especially considering one bug fix usually introduces a bug in something else. So one issue of bug fixes would be like one issue pent trying to shovel water out of a tank with a pitchfork.

    On the flipside, one whole Issue of revamping old content? Hell yea! More content to older zones, more power customization, more power proliferation, redoing older missions to use newer instances, updating old low-res textures to higher-res one, especially in costumes? WANT!

    The difference in texture size between old and new content is actually staggering once you look under the hood, and it's pretty obvious from just looking at the game, anyway. There's a lot of old junk that needs an HD touchup. It's what I'd have expected an expansion to do, but our expansion took a completely different path.
  2. Quote:
    Originally Posted by Forbin_Project View Post
    Gonna have to say no on this. Some of those Radio/Paper missions spawn ambushes and you know darn well there will be idiots that think it's funny to spawn level 50 ambushes in Atlas Park and other low level zones.
    What missions do this? I've never seen a Radio, Paper or even Tip mission spawn an overworld ambush.
  3. Samuel_Tow

    Server Downtimes

    Having had to deal with 4 PM to 6 PM downtime for the past seven years, I sympathise with your plight. It's not a lot of fun.
  4. Quote:
    Originally Posted by AzureSkyCiel View Post
    I was playing my lethal-only-damage dealing katana scrapper, which many know is the most highly resisted damage type out there as well as most highly resisted.
    Lethal is not the most highly resisted damage type, or even the most highly resisted damage type. Psi has that distinction, as anything that's dead, undead or robotic (save the Primal Clockwork) is resistant to it, and resistant by a LOT, not to mention anything which is psychic in nature. And in the IDF, you have lots of robots and lots of psychics.

    Psi Blast for Blasters has the benefit of fairly heavy damage to fight resistance by sheer brute force, as well as a select few attacks that deal physical damage, as well, but fighting a great many of the game's adversaries with Psi is a SORRY experience, far more so than using Katana or Broadsword, though probably on the same level as Assault Rifle.
  5. Quote:
    Originally Posted by bAss_ackwards View Post
    Just an educated guess, but I believe the paths they take are a series of waypoints right to the end. One reason they might double back and then correct themselves on their path is because the player may have made the NPC overshoot their intended waypoint. So they run back to that spot and then progress forward as normal.
    I'm pretty sure all AI navigation in the game revolves around waypoints, though most NPCs set their own waypoints. You can see this if you ask a fast-running NPC to run down a steep slope. They'll keep running on air, dropping down, going up a bit more, walking on air and running back, over and over again. I interpret this as the NPC setting itself a waypoint down the slope a short distance away, but overshooting its own waypoint and then deciding to run back to it. I also interpret their problem with leaping over fences as them setting their next waypoint PAST the fence, rather than ON TOP of it, and so trying to run in a straight line, and occasionally doing very simplistic traversal approaches.

    I remember reading up on machine navigation of unknown environments as a mathematical computation approach for my Applied Mathematics diploma defence, but that was a few years ago so I don't remember everything about it. I do remember that almost all know approaches can make for some quirky paths under specific circumstances.

    It's possible that in this particular example, NPCs are following preset checkpoint waypoints, but waypoints aren't unique to them.
  6. Quote:
    Originally Posted by SDragon View Post
    I thought it was because of the way the teleport system works in CoH. If it pulled you out of an instanced mission. It would try to drop you back in there. But if you were just on a trial, it might not know where to put you.
    I see no reason why the game can't just dump the whole raid in a predetermined zone upon completion, if that were the problem. Or, even more sophisticatedly, dump people who were originally in missions in front of their now-reset missions the same way the Mission Teleporter does. Yes, it's more back-end technical work, but such work should have been done to begin with.

    As it stands right now, the LFT tool is about as useful as the Launch Team Search. Anyone remember that?

    And I agree - this seems far better designed around forming regular PuG teams where leadership and correct team composition is far less important. In fact, I was surprised to see a LFT window set separately. I'd have thought this would be an extension of the existing "Looking For" flags. Let me explain.

    For instance, if I have myself set to "Looking for TF," then I could get an extra drop-down to specify the TF I'm looking for. If enough people show up with that same tag, we all get the option to join a TF team (kicking us out of our instance/team if we accept) and just go from there. What not many seem to understand is how much the logistics of putting together a team and keeping it current are a problem for so-called "solo players" and how much the unreliability of finding people to team with at all times is crippling.

    If I could treat teaming like I treat my average team FPS game, I would team a lot more. You know what I'm talking about. I feel like playing with others, so I look at a list of servers, find the one playing what I want to play with the right number of people and join that. If finding teams started working like this, you can bet your red polkadot shorts I'd be teaming a HELL of a lot more.
  7. Quote:
    Originally Posted by peterpeter View Post
    On the topic of dev communication on the boards, while I appreciate it when it happens, if I were a dev, I wouldn't want to put up with us. It doesn't take many loud jerks spewing invective to really ruin my day. Perhaps I'm just a delicate flower, but you wouldn't catch me on these forums with a red name, especially if folks are angry about something (and when aren't they?)
    Not everyone is cut out for public relations, obviously. It takes a certain personality to let vitriol slide off you, or otherwise to explode in rage in dignified ways. Having people follow you from thread to thread to question your intelligence does get old fast.

    However, I don't feel having disconnected community reps is entirely the answer, because it's just not quite the same when most of what a community rep answers with is "I don't know, but I'll try to find out" or "I can't do anything about it, but I'll pass on the problem." It starts feeling like you're not communicating with the development, so much as with their bodyguards. Even if we approach this logically and accept that community reps do exactly as they say - which is part of their job - it still comes off as impersonal because you have no eye into what actually happens. So while it's reasonable to accept that your voice is being heard, it doesn't "feel" like it.

    The reason I mention this is because there's a significant difference between a community rep saying "The team is aware of this issue and is working on it." and a developer saying "Yes, I fixed that yesterday. I'd missed that on my last pass, but it's in the queue and you'll see it with the next full build." The former feels like a form letter, whereas the latter feels like a fly-on-the-wall look directly into the inner workings.

    I'm not sure what the solution is, other than finding thick-skinned developers who can mix it up with the worst of us, but that direct intervention really, really helps.

    Personal example: I've spent essentially five years whining about wanting a muscular female texture, getting more and more bitter the more I had to bicker with homophobes about it. Then David Nakayama comes out and says "You know... That's not too bad! I'll see what I can do." Good enough for me. That was, what, six months ago? A year ago? I don't remember, and I don't really care, because that one post was good enough to keep me patient essentially indefinitely. Or at least for a few years.

    The more levels of communication you have between developers and community, the more it feels like the people in charge are just being polite and giving you the "your call is important to us, please hold" treatment. And that's bad for morale.
  8. I'm not going to pretend I were a game developer, because I both know I'm not and know I wouldn't be qualified to be one anyway. As such, I will instead list the degree of immediacy and approaches to solving each of the problems in turn.

    Problem 1: This has to take priority. Of all the things the development team is obligated to do, NOT allowing the game to melt down takes priority over everything else. If a problem is discovered before it becomes a problem, then this needs to be solved on the spot, even if everything else has to stop in order for this to happen. If such a problem is discovered, then it should be kept under wraps until it is fixed, and it should be fixed immediately. Not three years down the line.

    Problem 2: Is not a problem. This is solvable via community communication. It is a fact of this business that no matter what is done and indeed no matter what is not done, people will complain. Informing people of the situation and the reasoning behind it, however, can do much to dampen this. And when the developers are right, they will win out in the end and and the community will self-stabilise. This has been proven time and again, just so long as we're sure they are indeed true. In the hypothetical situation, this is given as objectively true, not a matter of estimate or opinion, therefore it requires no developer action.

    Problem 3: This has to take priority, but only secondary such. Improvements are always secondary to preventing the game from imploding. This can wait until the immediate dangers are resolved. In the meantime, community communication can be used to extend player patience. Explaining to the community that such a power is indeed understood to be underperforming unacceptably and is indeed due to a fix in an indeterminate but not infinitely distant future will do much to placate discontent. It won't do enough to placate ALL discontent, but nothing sort of divine intervention can do that. What it WILL do, however, is placate discontent down to such a level where it will become self-regulating rather than cascading.

    The key in all three instances is communication with the community. When people feel like they are not being lied to, are not being patronised and are being heard, they will often be much more willing to show patience and understanding. Not ALL people, obviously, but enough of a critical mass of people will be reasonable to keep disturbances isolated to individual occasional skirmishes, rather than general population resentment.

    There are few things worse about a development team's community relations than for said team to be seen as dispassionate, uncaring profiteers who view their players as sheep. You can NEVER please people with just basic gameplay entirely. There's always an emotional component brand loyalty. Alienate your players and you're faced with a losing battle - pleasing players with a game they don't like entirely, and a game being made by someone they resent. There are few faster ways to cause people to leave.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I'm actually finding the trials better in this regard than something like the ITF. The ITF throws numbers at you: you're often in a tunnel with seven other densely packed team mates surrounded by what looks to be fifty targets. That doesn't really happen on the trials, unless they spiral out of control. Each individual thing in the trials is a genuine threat of at least some amount, and it doesn't take many to pose a serious threat. So while clearing the outside of Lambda is often an AoE fest, even there its usually generally coming down to a few one on one or a few on one fights with the bosses. I don't find myself overloaded with targets most of the time. In fact, I'm finding my MA/SR scrapper, a primarily single target melee ranged attacker, to still find lots of one on one fights to get into that are meaningful.
    That strikes me as good design, to be honest. I realise that some people are better at on-the-spot multitasking than I am and some just like the hectic chaos, but I can't imagine a development team wouldn't have spotted the potential mess that extending what was already terribly confusing as an 8-man and extending that over a potential four teams. Just the thought of sticking 24 players in the same place and throwing what would have to be an easy 100 enemies at them to compensate has the potential to kill me in real life.

    Splitting leagues into smaller groups with their own objectives, therefore, would be a good approach. You still have a large-scale event with its own overall situation and dynamics, but you don't actually have to exist in a blender with everyone and everything else.

    The ITF is actually a very good example of an effects soup. Most of it consists of tight quarters fighting tons of enemies with many people on your team. I have thus far never played an ITF in which I was in any way aware of what was happening around me or what was being done to me above and beyond my direct actions and the actions of what I currently have targeted. Most of the time, I'm not even aware of the position of my own mouse cursor.

    Quote:
    Originally Posted by Arcanaville View Post
    That might be an "afraid" temporarily overriding their preprogrammed path. Score one for fire. But I've also seen knockback throw a minion off the road, have them get up, turn in the opposite direction, and almost run out of sight, then stop, turn around, and then head back the way they were originally going. That's kinda odd.
    I'm not sure how much this has to do with Fire in particular. For the longest time, enemy AI has been displaying odd behaviour when it comes to running away. I recall enemies running from my Masterminds for no easily discernable reason, and this is including perfectly untouched and otherwise terribly dangerous EBs. There are some weird logical elements to what causes enemies to run when under what circumstances, and just damage on its own can sometimes cause this.

    My Fire Scrapper, for instance, always managed to cause enemies to scatter even without using Burn, and most of my Masterminds cause enemies to scatter through their sheer presence on the field.
  10. Quote:
    Originally Posted by DanZero View Post
    We get to fight the Well at the end.
    Well, Samurai Jack killed a well in one episode, after fighting three blind archers guarding a tower to get to it. I guess if it's good enough for the Samurai, it's good enough for us.

    I'm with Venture on this one, though. Incarnates have no "story" as such. They have a storyline theme with no plot progression, even between two Issues now.
  11. Quote:
    Originally Posted by Syntax42 View Post
    You don't have to use the Cardiac Alpha boost to solve your endurance problems. You can use the Spiritual boost if you desire it. You would only have to wait until you unlock the Destiny slot and make an Ageless boost. At tier 4, it lasts as long as the recharge and boost your recovery by 100% for the last 60 seconds while the first 60 seconds will seem like unlimited endurance.
    As of right now, I'm not interested in pursuing anything beyond the Common Alpha slot, for various reasons that I don't want to get into. No sense starting another one of these. If and when the situation changes, I'll definitely look into this, however. In the meantime, the simplest and most immediate solution seems to the Endurance Alpha, and I can always pursue another one if times change. I wouldn't invest into a something that I would hate to repeat a year down the road, after all, so no decisions are terribly final.
  12. I'll avoid making exact quotes so as not to make this too cumbersome, so here are a few points in no particular order:

    I'll try to post a build at some point today. I don't have my current build on paper, as I picked the character at 38, did a respec via Mids' but then went ahead and got him to 41 and swapped a few things around in practice. I'll have to redump a new build out of the game, but I need to look up the Sam version of the Sentinel (yes, seriously, Unicode issues) and make another one, put it in Mids', dump a human-readable form from there and post that.

    I can give you a fairly good idea of what the problems may be, however. As Claws points out, I don't use Inventions Sets, excluding a single Steadfast Protection knockback protection enhancement that I ferried from another character. I don't want to discuss my reasons for this as that always derails threads into unpleasant directions, so suffice it to say that I don't enjoy working with them. So long as the game works on just Common Inventions (and it does) I intend to stick to those.

    I was looking at the Recharge Alpha mostly for the sake of speeding up the three drain attacks. It would hurry Dark Consumption and Soul Drain more than anything else, and speeding Dark Consumption up should actually make my endurance situation better. I don't think it will be by too much, however, considering we're talking about a power with recharge as much as Rest. The most I can do with it is bringing it down to right around 90 seconds without Sets, and I have serious doubts that I can up my staying power to that level. And even then, it will make me dependent on large crowds, which I don't see that many of solo, and lead to the possibility of sudden endurance failure. In short, Dark Consumption is useful, but I wouldn't want to rely on it and it alone.

    I also know where my misconception about my endurance drain comes from - I wasn't using Dark Regan very often as most of my sub-40 missions didn't really require it, and I had a bunch of 39-ish content to finish up that was putting me at an effectinve -1 to my level. Not that hard. Daedalus' mission against the Romulus map full of Malta, however, made me step on Dark Regeneration quite a bit, and I saw just how serious of a drain that constitute. With it, I was sucking wind with alarming regularity, and this is something to build for considering how big a chunk of my survivability that power constitutes. I haven't used Conserve Power much yet, but that's because I haven't slotted it terribly well and it's still on an ~8 minute timer, so not much I can do with it, other than prepare for fights I expect to be long, which means Elite Bosses or ambush spam.

    I ran some numbers on Superior Conditioning and realised that while the Brute version of Energy Mastery was a huge boon, much of that came from Physical Perfection giving me ~10 more endurance points and not insignificantly more recovery along with it. Scrapper Body Mastery may or may not lead to that eventually, but Superior Conditioning won't be the sole cause. What this means is I'm not saving this guy with it, which pretty much means I'll have to go for the Endurance Alpha. Hearing anecdotes of how much it helps is very reassuring to me, because I have a couple of characters slotted with Recharge Alphas and not a single one with Endurance. It's nice to know it makes a difference.

    I don't have much choice with Jack, anyway. Damage is redundant since I have everything 3-slotted for it (other than the drain powers) and accuracy isn't very useful since it doesn't do too much against defence buffs. So it's really down to endurance or recharge, and as I keep hearing, endurance might be the best option.

    I actually think that if I can save up a bit on endurance slotting and slots in general, I might be able to expand functionality a little bit, specifically via Hasten. Maybe possibly even slotting Dark Consumption and ESPECIALLY Soul Drain with damage, since they're not too bad as single hits, even though they're not balanced as attacks.

    I was originally planning to snag Dark Mastery, but to be honest, it's just blah. The AoEs don't do anything for me, the hold is interesting but unimportant and even Dark Blast isn't all that great AND isn't colourable to match my other Dark powers. Besides, it'd eat up more slots than Body Mastery plus Fly plus Hasten (for example).

    I guess it's a good thing I ran the numbers when I did. The endurance scare put my *** in gear and got me to make a halfway decent build instead of just taking whatever and being angry at my endurance costs.

    Now I just have to figure out if a Dark/Dark constantly Hovering Brute can work. That might be... Problematic. But that's a story for another time.

    ---

    Thank you, everybody, for the advice. I think you just about made that decision for me, and I appreciate it
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Where that falls apart is when players start thinking that because they do indeed listen to us, it means they have to do whatever we say. And that part just isn't true in the slightest.
    Here's my stance on this: There was a time when the first thing I'd check every time I set foot in the forums was the Dev Digest. I'd follow Castle and BABs to threads even when I had no interest in the subject matter (like Defender balance) just because it was interesting to see their personal take on things and to glean a bit more background into the inner workings of both the game systems and the company. Everything I know about power customization comes solely from what BABs has told us over the years, and he said a lot on the subject.

    I can't recall the last time I actually cared to look at the Dev Digest. Must have been weeks. I do check it occasionally, when my thoughts wander to "I wonder if there isn't anything new in there?" Sure enough, there isn't, or if there is, there's like, one post, and it's just support information about how to run the NCsoft Launcher or that certain bugs are known and so. We used to get several developer posts a day. These days we're lucky to get one a week.

    When BABs or Castle sat down to explain why certain changes were made and why others weren't, I could see their side of it. Even if I didn't always agree with either of them, I could still see their side and respect it. Sometimes I'd argue with them, sometimes I'd shrug and move on, but in either case it was a lot better than "We don't HAVE to tell you what we're doing and why we're doing it, so we WON'T!" The so-called developer addresses are a good start, but they're publicity stunts more than anything else. BABs and Castle were the guys who felt like they were posting their personal thoughts, not PR spin.

    To be honest, I was really looking forward to seeing David Nakayama post more. The guy had a way with words, and he was a master at keeping to a civil discussion even in a heated argument. I really enjoyed his posts, but I don't remember how long it's been now that we haven't seen a single one from him. And that's if we count that one instance where we bugged him to post more, so he posted about four times and went back into hiding.

    The developers don't have to tell us anything, but I firmly believe that they SHOULD. Not because they owe us anything, and not because we demand it, but because I feel it's at the very least good business. And, to be honest, they simply haven't been doing that, lately. If you've seen me compare Paragon Studios with EA Games, that's why - they're starting to come off like a silent game studio that cannot be appealed to. Again - communication counts for a lot, and communication has been sad, sad, sad for several Issues now. And I'm getting a little tired of excusing them with "Well, they're probably busy." I know they are, but BABs and Castle were no less busy and they found time to post just the same.
  14. Quote:
    Originally Posted by ClawsandEffect View Post
    The game is much the same way. The devs can do whatever the hell they want, and the only say we have in it is whether or not we will continue to pay for it. They're pretty good about listening to our feedback and trying to give us what we want, but they don't actually have to do that.
    Considering one of the things that set City of Heroes apart from other MMOs once upon a time was the level of developer communication and developer response, I find this position to be somewhat disingenuous. Do they HAVE to take feedback and communicate with the players? No, not really. It's their business run by their rules. They could choose to walk away and never touch the game again and there won't be anything we can do to change it.

    However, any development studio is in this business to make money, and satisfied customers tend to be much looser with their purse strings. No, the developers don't HAVE to be communicative, but I still think they might want to. It helps more than most people think.
  15. Preface: While my quotes may make it seem so, I'm not just reading the first paragraph. Arcana simply has a writing style that puts the meat of an argument right up in the beginning and elaborates from there, and I just crop them for space, with the centre of the argument retained.

    Quote:
    Originally Posted by Arcanaville View Post
    The problem here is that if the game throws content at a team for which you personally are indispensable, the odds rise dramatically that substituting you for someone else would radically increase the probability of failure. In other words, it is an extremely fine line between making you noticably useful and making you necessary. Suppose you only played tanks. The only way for you to experience the sense that you were always a strong contributor would be for the content to require tanks. That means if that team had taken a blaster instead of you, it would have a much harder time. It would have a higher probability of failing.
    This I can agree with. While I'm not a fan of feeling like a fifth wheel, there are few things more frustrating in a game than getting to the end of a TF and suddenly realising you didn't have the AT you needed to complete it to begin with, for the simple fact that few things are as frustrating as a situation where you CANNOT win after you've already committed. The new-style Hamidon is pretty much the prime example of this, especially as seen in the Lady Grey TF. Easy if you have the right ATs, kind of impossible if you don't. In fact, the Honoree's immunity to physical damage that he can sustain with great uptime kind of sort of screws teams that are heavy on physical damage and not very on other types, such as if you bring lots of gun and sword users. So, to this effect, I agree - the more "necessary" any one piece of the puzzle you make, the more people who don't have it feel screwed out of their game, and the more ye olde "holy trinity" of tank, healer, damage dealer rears its ugly head.

    On the flip side, there are more ways for someone to be "needed" than the simple mechanical requirement that you have X number of Ys on your team or you needn't apply. I'm speaking from the standpoint of all-Blaster teams, just as an esoteric example, where no one Blaster really brings anything relevant to the table that the other Blasters can't duplicate or at least replicate. However, you need a certain critical mass of them in order for the team to function well, where enemies go down too fast to be a credible threat even to an AT with no defences to speak of. It has always been my experience that one Blaster alone is seriously screwed, whereas even so much as two Blasters playing together make the AT as close to easy mode as I've seen in quite a while. You can't exactly play like an idiot, but having the extra help really turns things around in ways that I can't quite explain with numbers.

    What I'm saying is a person can contribute even absent of "you-restricted plot continuation button" mechanic that makes your presence mandatory, as opposed to desirable. The easiest example of doing it wrong that I can think of is simu-click missions. Yes, a second player on a mission with two simultaneous glowies is indispensable, but not quite for the right reason.

    However...

    Quote:
    Originally Posted by Arcanaville View Post
    Two things, and both of them actually not new observations. The first one: if the problem is the team is killing so fast you don't even have *time* to act, then the team itself is just so much more powerful than the content that even if you were a full fledged incarnate it would make no difference. So this is not an issue of the haves and have-nots. Its an issue of power. And it existed pre-Incarnate. Invention-powered steamroll teams were and are doing basically the same thing: throwing so much firepower at the critters that any three of them were probably redundant. And even before inventions, there were steamroll teams. To make a visible contribution on these kinds of teams then and now, you had to be creative. People who are on these kinds of teams know what I'm talking about: "leapfrogging" is one way, where the team splits in two and each half starts engaging the spawn beyond the other half of the team, rather than everyone engaging the same spawn. This has a major advantage over splitting up: if there is a miscalculation, your backup is right behind you: if you have problems and aren't wiping out your spawn, reinforcements will be coming past you momentarily.
    This is the meat of the problem - content balance. It's been true for some time in this game that a team of eight is several times more powerful than content scaled for eight people. However, this is not universally true for smaller-team content. Absent of min-maxed builds, solo content is actually pretty well balanced for a solo player, and it scales well for two, three and even four people. I'm not saying it isn't "easy," but I am saying it at least feels like it requires everyone's participation. Maybe it's just anecdotal bias on my part because I generally tend to play with people who don't spend much time optimising, but in a duo or trio, you can usually tell when a person has gone AFK because things get noticeably harder. Not impossible, no, but harder.

    On the flip side, I actually do enjoy a team comprised of subsections that can handle themselves even without help. Take a team of two Scrappers, for instance. Even a casual built Scrapper can usually handle the workload of "1.5 people" without much difficulty, so a team of two Scrappers fighting content scaled for two people can usually afford to split up, put their backs into it and still be relatively fine. My friends and I do this all the time, usually unintentionally when either I or my team-mate fall behind or grow impatient. So there's definitely merit to that. Or would be, were standard content not designed around the expectation that an entire team would focus on one objective.

    I remember suggesting using a fight against a group of EBs instead of an AV encounter in large-team settings, and was promptly told that people would just gang up on the EBs one at a time and gank them while the enemy AI would spread its efforts and lose like a chump. And that may well be true. But it doesn't diminish the merit of, as you said, splitting the team. In fact, I actually do enjoy tasks that require the team to split into smaller groups and coordinate between themselves. That way, one only has to account for one or two other people, in addition to his overall objectives, as opposed to an entire full team. I'd actually like to see more game objectives emphasise splitting the team, such as the generator phase of the Sewers Trial.

    However, at the end of the day, I'm still biassed. Few things turn me off the game more than the phenomenon I like to call "a soup of effects." When you get a large team fighting a large group of enemies, your screen turns into what resembles a multicoloured soup swirling around in a bowl. It displays shapes and motions, but they have no meaning that I can distinguish, and the only way for me to get through it is to employ tunnel vision by auto-targeting whatever is close and cycling attacks. Not a very fun experience. As such, I'm always in favour of objectives that lower the scale of the skirmish I'm immediately involved in without necessarily lowering the scale of the overall campaign. Call it information overload if you must.

    It's pretty obvious that Trials aren't for me, and that's fine. I'll sit this whole thing out and wait for content that's more for me, instead.
  16. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Basically you want to be the super man the single person saving the whole world. Right?
    Wrong. Stop paraphrasing me. You're not good at it.
  17. Quote:
    Originally Posted by CBeet View Post
    I think that if a power's animation is too fancy or complicated it can give the illusion of looking longer, much like how people thought Dual Pistols' animations were far longer than they are, making some leave it alone with the thoughts that it's weak.
    I mean no disrespect, but Dual Pistol animations ARE just that long. Aside from the first two Blasts which got standardised to 1.0s and 1.67s, the others are all ~2.0-2.5s long. Dual Pistols is easily one of the slowest Blast sets out there, if not THE slowest. This is a good third of the reason why I chose to stop playing Blasters - I didn't have the heart to play an AT which made me resent cinematic, showy attacks for being slow.

    ---

    More to point, the Incarnate Judgement powers have inspired me to consider what large-scale non-elemental melee powers might look like, and I'd like to discuss the possibilities without the baggage of having to retrofit them within the existing Incarnate system.

    Celestial Slash: I've long since wanted to see something along the lines of Shaman King's Yoh Asakura's signature attack (from the English dub), which is essentially one fairly long-ranged slice that comes out in a wide arc, as performed with one or two blades. This, to my eyes, would be a good way to add some range to a melee weapon set, and it has the potential to look cool, especially in an "usually strong off-powerset attack" sense such as Incarnates.

    Ground Shockwave: We have our foot stomps and hand claps and ground punches, but I've always wanted to see one of those over-the-top animations where a character punches the ground and sends a wave of exploding pavement in an arc fortward, ala the Incredible Hulk as he does in most of the VS fighting games(his Gamma Wave). Failing that, I'd like to see a more... Expressive version of Foot Stomp with actual props sticking out of the ground to symbolise a demolished surface, or at the very least a much longer-lasting ground cracks "splat" effect.

    The Samurai Pass: You know how, in most animes that have to do with samurai swordplay (where magic isn't as prominent) you'll see two characters run past each other and then sort of stand there for a few seconds until one of them keels over dead? Samurai Jack made this into an art form. I'm looking for a sword power that works kind of like Shield Charge, in that you "rush" into a large spawn and sort of appear in the middle, while everyone around you suddenly discover they've had limbs hack off and take damage. It doesn't have to constitute knockdown, and it doesn't even have to show a sword swinging animation. Just a "shwing" sound effect like audible gleam or audible sharpness, an instant transition and BAM! Everyone has somehow taken damage, and it was so fast no-one saw it happen.

    ---

    And, just because I feel like saying it every time the subject comes up, I'd like to eventually see the ability to customize non-weapon powers into using melee weapons or being shot out of guns, as well as weapon powers to gain the ability to be used with bare hands, or even with other types of weapons. For instance:

    Energy Blast effects are shot out of the hands, but why can't they be shot out of a rifle with a sufficiently wide barrel, or out of a large-ish pistol? Or even out of a magic wand? We wouldn't even have to swap the sprite effects, just the props and animations.

    Super Strength attacks that can be converted into hammer attacks with a very large, Carnie Strongman style hammer. The power stats don't need to change, and they can even keep their screen shake and coloured shockwaves, but the animations and props would need to be altered.

    Or how about this: Rifle powers shot out of pistopls, pistol powers shot out of rifles, both of those shot out of arm-mounted guns.

    I realise that both the workload and the technical difficulties are significant, but I was kind of hoping that's where part of that NCsoft reinvestment would have gone.
  18. Quote:
    Originally Posted by peterpeter View Post
    ED had a dramatic impact on the effectiveness enhancements. It meant that every single character was less powerful across the board.
    Tangent incoming:

    ED did not make "every single character" less powerful. As it was a decrease in the effectiveness of stacked enhancements, it only affected characters with stacked enhancements, which wasn't everybody. It may or may not have been most everybody, I don't know enough to say, but it did skip over a few people (myself among them) due to their "sub-standard slotting" by the standards of the time. This discrepancy in experiences was a large part of what created the direct clashes on the forums, if I remember correctly.

    That said, I do agree with the general spirit of your post. ED is not comparable to Incarnates. Its impact on game philosophy may have been of an equal size, but ED was, at its heart, a balancing mechanic, and one rooted in fairly simple absolutes. The arguments for both ED and the GDN revolved around the the redundancy of certain ATs, namely buff-centric ones, as other characters were reaching their own caps before outside buffs became relevant. As such, it could be argued that the change was necessary.

    In fact, I'm not sure anyone ever argued that ED was a GOOD change, in the sense that no-one specifically wanted to nerf other people. But even those of us who agreed with the NEED for the change still acknowledged that it was a necessary EVIL. I remember the old arguments that ED didn't open up more options, but instead eliminated options, but the fact of the matter was the primary driving force behind this change was accessibility of content, specifically said accessibility for "support" ATs. There has long been a game design practice to design some ATs with more self-sufficiency but less impact to a team and other ATs with less self-sufficiency but greater ability to act as force miltipliers. For this design to work, force multiplication needs to be relevant, and said ATs need to be desired on teams, which mandates that "other" ATs face situations where support is desirable.

    In short, ED was a change targeted at accessibility, even if it was the closest we've come to a slash-n-burn approach to achieving it. I'm not sure I can make quite as strong an argument for Incarnates and their current balance, mostly because the upsides and downsides to the system eventually resolve to player preferences, rather than solutions to systemic problems. In simplistic terms, "support ATs are unnecessary" is a provable problem, whereas "we have no end game" is a subjective problem. They aren't quite comparable.
  19. Dark Melee/Dark Armour as a combo is costly. Also, the world is round and the sky is blue. But hear me out here.

    I ran some numbers on a Dark/Dark Scrapper I'm playing right now to see if my concerns for his endurance situation were founded, and they appear to be. My benchmark for unplayably bad endurance woes was always my Stone/Stone Brute, who even after revised slotting still came up to around 1.5 points of endurance of constant drain between his toggles and his attacks, and that's with Stamina. That's rather a lot to suffer in combat, as it gives you right around a minute of action before you crash or need to supplement.

    So if I consider 1.5, imagine my surprise when I ran the numbers on my Dark/Dark and came up with a little under 1.9 points of endurance per second lost between clicks, attacks and toggles. We all know Dark/Dark is bad, but I didn't think it would be worse than Stone/Stone. I mean, what ever could? I'm not even running Cloak of Fear, after all. And after seeing the numbers, I never will

    But something bugs me - these numbers don't really correspond to my in-game experience, and I think I know why - they assume that I'll be using Dark Regeneration A LOT. Truth be told, I generally don't have to use Dark Regeneration almost at all... When I'm alone. I haven't run much team content with this guy, and whenever I do, I keep finding myself sucking wind much to my complete surprise.

    ---

    So, let me form this thread as a question. This Scrapper is getting into his 40s now, so I'll have to start thinking about Epics and eventually at least Alpha Incarnate powers. How badly should I worry about endurance performance with a Dark/Dark Scrapper who doesn't use Cloak of Fear? Should I worry enough to drop all other priorities and go for Body Mastery (already begun) and the Endurance Alpha? Or should I just not worry so much and instead go for something better for output, like the Recharge Alpha, and possibly even the Dark Epic (which honestly sucks) instead of Body? I don't really want much out of Body anyway, other than Conserve Power and Superior Conditioning.

    After all, I trust my numbers as general guides, but I know they don't take circumstances into account, such as the good fortune to snag many people with Dark Consumption every time vs. the bad fortune to have it miss or only ever clip one, as well as the incoming danger and the frequency with which I'll have to use Dark Regen. I've likely overestimated the costs and underestimated the recovery options, so I'm asking for more first-hand impressions of how the set combo plays.

    And, keep in mind, that I've been playing this character for all of two days, and the last time I played him before was prior to I6 and CoV, so my "experience" with him, if you can call it that, is outdated and inapplicable.
  20. I agree with your post, and I really don't want to say anything more than that since I'll just end up taking away from it. There is, however, one part I want to expand on:

    Quote:
    Originally Posted by Hydrophidian View Post
    There was a point in the early days of the game when Invulnerability Scrappers were well and truly broken. They didn't need anyone, could rip through just about anything. As someone who strongly favors support characters, just seeing an Invulnerability Scrapper join the team was enough to make me cringe, as it generally meant my role had just become irrelevant. There was one memorably egregious situation where three of us (two Defenders and a Tank) got to lay around defeated in the reactor room while one of these Scrappers soloed the rest of the respec trial (yes, this is back when it was actually difficult). <sarcasm> Woo, what fun! </sarcasm>. That's an example of when my own line was crossed.
    I recall a similar instance - the bugged Smoke Grenade of old. Remember that one? This time it was me actually using the broken character, though. I had an AR/Dev Blaster who could basically floor enemy to-hit and act like a defence-capped Scrapper with a Blast set and Trip Mines.

    On several occasions, a friend of mine asked me if I could please stop using Smoke Grenade, because he felt like the Scrapper he kept bringing to our teams was being rendered pointless when I could do more damage than him AND have better protection. I don't remember his exact words, as that was quite a while ago, but his displeasure surprised me at the time. It doesn't surprise me any more, however, as he did a good job of explaining his side of the problem.

    I've seen this happen before with other people, as I've mentioned. Some are more tolerant, but a fair few will only last about a single mission being SKd up, say, 30 levels and feeling like they can't kill ****, if you'll pardon my language. The solution is usually for them to swap characters to something higher-level, or for us to do their mission with me exemplaring 30 levels down. I've been in such a situation, myself, and it's surprising how alluring the prospect of doing household chores becomes when you stop having fun in-game. Why, I could be doing the dishes, or washing my hair, or rearranging the bookmark in my browser like I've been meaning to for some time. Yeah "I think I'll take a break for now, guys. Take care!"

    I'm not really making an argument here. More so I'm providing a bit of anecdote as supplement.
  21. Quote:
    Originally Posted by Dr_Mechano View Post
    Yeah but the abbreviation for Astrial merits becomes As-merit...
    Well, we already have the WTF. We might as well have Assmerits. I might actually go ahead and use that. Thanks, Doc!
  22. Quote:
    Originally Posted by dave_p View Post
    I mostly agree w/you, but just as a nitpick, I usually (always?) lead w/BoF & Fireball before Inferno to get rid of those slivers of Lt healths. Sometimes Blaze on the boss too. Unless you're trying to solo-clear a spawn, and even then you can pull it off depending on your defenses (esp before the crash) and your secondary.
    In my experience, even con lieutenants tend to drop from an Aim + Build Up + Inferno combo, though some might survive if too many of the procs fail to trigger. On the other hand, trying to solo-nuke by leading with an opening attack is a BAD idea. A decent-size full spawn can eat you with its alpha by the time your nuke fires (none are very fast), especially if you had the misfortune of picking a set with a slow AoE, like Energy Blast, Radiation Blast or, heaven help you, Dual Pistols. I learned not to try to openly AoE spawns right quick.

    To be a little more specific, Nukes deal a scale 6.0 damage, which is one of the highest damage scales in the game, possibly second only to Assassin's Strike at a total of 7.0 (within the context of powerset powers). And it's AoE. However, that 6.0 isn't guaranteed. You have a 3.0 scale damage mod that always triggers, which means that your nuke will always do slighly more damage than a snipe. You have another 1.5 scale damage component on a 75% chance proc and another 1.5 scale damage component on a 50% proc. Basically, your percentage chance to deal damage looks like this:

    6.0 - 37.5%
    4.5 - 50.0%
    3.0 - 12.5%

    In other words, your chance to deal just base guaranteed damage is small, but your chance to deal full damage is far from guaranteed. That's useful to keep in mind when talking about power damage.

    *edit*
    Wait, does Fiery Embrace proc on Judgement powers?
  23. Hmm... If we don't combine Hero and Villain Merits into Alignment Merits, then V-Merits could be either Villain Merits or Vanguard Merits, but if we do, then A-Merits could be either Alignment Merits or Astral Merits. We need a new notation system.

    Or maybe we could stop shortening stuff, I don't know
  24. Quote:
    Originally Posted by Blue_Mourning View Post
    This is the place where I counsel patience. I have no reason to doubt that the devs will add incarnate content beyond what they have. I hope they do. I want something more to do with them than do trials (although I do love the trials). But like I've said, it sucks for the person who I counsel patience to, but I do think that's the best option.
    My current major worry is that I honestly and genuinely have not enough faith left to hope, but that doesn't mean I won't be patient. As I've said earlier in the thread, I still have other things to do, and disappointing as it may be to find an end-game system almost entirely devoid of things that motivate me, I'll just busy myself rerolling more Blasters.

    You have no idea how much legowork I created for myself with this. Three 50s, two in their 40s and I forget how many more... I won't have a chance to make genuine new characters for some time. But that's OK. The old characters were and are great. It'd be nice to play them again.

    So, when's that Vanguard pack coming out?
  25. Quote:
    Originally Posted by dave_p View Post
    I actually expect a slight nerf to A-merits sooner than later. Currently, the thread gain from a typical successful BAF is like 4:1 from A-merits to actual thread drops. That makes actual thread drops kinda meaningless. An A-merit sink might be in the works, but I doubt we'll see anything prior to I21.

    E-merits likely won't be touched. You can only get 2/day/toon, and since few ppl run Lambda, I'm really only getting 1/day/toon. Hard to grind those unless you're constantly swapping out 50s.
    Wait, "A-Merits?" What are we talking about here? I thought A-Merits stood for Alignment Merits. Shouldn't we come up with non-conflicting terminology for the newer stuff?