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Far as I'm concerned, the whole concept of "SG Mode" is just a bad idea, born of the technical limitations of pre-Beta before we had any way to swap costumes. Back then, all it did was serve to render all people into wearing the same colours, and back then you had no choice in what kept which colours, I assume because people were expected to make tights super heroes anyway.
These days, SG colours have no point, nor does SG mode. Just let people devote a costume slot to a SG uniform and have SG colours highlighted in the editor so it's easier to match them if one were so inclined. After all, an actual SG costume is far superior to just some random recolouring of an ordinary costume. Or, if you must, leave the mode in the game, but only make it change costumes, as described in the original suggestion.
The point of the prestige/inf penalty was originally to make people toggle into and out of SG mode. You can't earn prestige in SG mode so you'll want to turn it on and you can't earn inf with it on so you'll want to turn it off. This has no benefit in the current game and should therefore be expunged. -
Bio space has always been the enemy of creativity in my opinion, not because it forces me to be concise, but because it forces my language to be curt. You can sum up almost every character in a few words, such as "Batman: Fights crime. Parents dead. Super ninja detective." but that does nothing to make the story actually interesting. To me, the bio field should not be an explanation so much as it should serve as inspiration, and in a more complex character, there just isn't enough room.
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On costume auras: I agree with you guys, to a point. The pic I listed above has the Alpha aura applied to only one hand. Originally, my idea was to use the new "one-handed" animations for Energy Blast that came in I19... Only that's not what actually came with I19. Oops! Inna's original concept had her lose an arm when crashing on Earth in quite a violent explosion, hence the big robotic arm. As with most of the characters I've been rerolling, her concept is many years old, and she was my fist asymmetrical design, and I did all I could to capitalise on it, which is a robotic arm, the off-centre Gladiator shoulder, a single shoulder cape, and now the right-arm-only Alpha aura.
Luckily, Alpha on the hands looks remarkably similar to the effects of Energy Melee, the "pompoms of death," provided I match the colour schemes, which is doable. I'm not sure how I feel about it now, however, considering the only one-handed attack Energy Melee has is Stun. I can get rid of that if you guys feel it looks weird, or use something that's on both hands (which is everything other than this).
Quote:That's a big problem for me, as well, and in almost every instance. For the most part, I think in abstract concepts, so pinning them down to a particular practical implementation is always a hard process, one usually solved not by picking what I want, but by excluding everything I don't want, which is why it may seem like I'm shooting down ideas all the time. Thing is, if I shoot down all other options, the one that's left has GOT to be the right one, right?As an aside, I feel your pain. I've never been able to think up a character and find a powerset - or even proper costume, for that matter! - which satisfies the concept. When I've tried to approximate, I've never really felt more than "meh" about the character. It feels sort of like a fake, or something. Now I go about characters the other way around - that is to say, I think of a set that sounds fun to try, and then think about what kind of a being would have such powers? Sometimes, have even looked at a set and felt I knew just who should be playing that, too. 'Course, now I have a ton of beloved alts I never play because they have stupid powersets.

What causing a quandary here is the broadening of the spectrum of options. When I was making Inna as a Blaster, I had no choice - it was Energy/Energy or bust. Even to this day, Blasters have remarkably few decent secondaries, and Inna was made in the time before powerset proliferation or customization. Remaking her NOW opens up several new options and opens her implementation to re-imagining. Do I really want to just go Energy/Energy like I did last time, or is there something more appropriate? What was my initial idea? How much of it was driven by the game's limitations? How much do I want to change? After all, I rerolled an AR/Dev Blaster into a Bots/Traps Mastermind already
For Inna, though, I think I'll stick to the basics and just go with Energy/Energy, my other Energy Brute be damned. She's a villain and she's using red powers in a dark theme, plus she's human and ground-bound. I've been thinking of possibly redesigning her costume, as well, as I did with the Rook, but I don't think I'll go with that. Just because some pieces are old doesn't make them bad. I want that big fat robotic arm, and not much other than Tech Wired fits with it. I may have to swap to the Resistance shoulder, we'll see how that goes, but I probably won't. May have to think about different clothes, but again, chances are I won't. I like the look a bit too much
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On Scrappers: They don't have anything which can really pass for Energy, and I'm not much of a fan of Vanguard weapons standing for energy manipulation. They do look the part, but they're still weapons, and not very big ones, at that, especially for women. They look more like tech, and I have more than enough tech on Inna
Neither Dark Melee no Fiery melee, nor indeed Electrical Melee are appropriate, I'm afraid.
On Electric in general - I didn't consider Electric Melee or Electric Armour for the simple fact that they're electricity, and that's a bit too specific without decent explanation, which I'm not sure I want to go through. Energy Melee, and to a large extent Energy Aura, are about as pure as energy gets without being specific to what kind of energy it is. Even Dark powers are more specific than that, since they're NEGATIVE energy, and to do with the Netherworld, at that.
Generally, I don't like to pass one thing off as another, such as posing Dark powers as Sand powers. There are damage types to contend with, there are power descriptions to contend with, and then there are just power themes that work as they are designed to. That's one reason I don't want to use Fire coloured as energy. Even blue fire that passes for the "energy of destruction" as I have it on Inna's counterpart is still a destructive force and still more suited to a different concept. That's why I stopped at Energy Aura, Invulnerability ans Willpower. One is energy, the other two are "undefined" for the most part. Not a fan of mixing elements into what they aren't.
All of that said, I still don't have a good argument on Electrical Armour, other than the aesthetic one. It looks like electricity, it sounds like electricity, it has the properties of electricity and it's represented by bolts of electricity. I'm more looking for a Dragonball Z take on power here (even though their energy auras looked like fire), which is a simpler, cleaner glow that blows up. Either that, or nothing at all, which is No FX. -
Quote:None whatsoever. Of course, that shouldn't take away from people who like them, but to me the playstyle just doesn't cut it. I don't like being afraid and having to be careful when I can log on a Brute and look for trouble to get myself intoAww, no love for controllers either? Do you like any "squishies"?
In the spirit of putting my money where my mouth is, deleting level 50 characters means I'm pretty set on that decision.
Aw... I didn't need even MORE indecisionQuote:Electric Armor can be tweaked to look pretty spectacular I think. I love the power set. Also for theme purposes, she could also create weapons out of energy (Talsorian), so that could justify her using swords and the like. Not that there is anything wrong with Energy Melee.
I suppose I'll have to wait for the Vanguard pack to come out. I'm not sure I can be shifted away from Energy Melee, though. I just like the set.
As for Electrical Armour... I don't know. I want to go with that, but it just doesn't grab me for some reason. I'm honestly not a fan of sparking electricity as a concept just overall, even if I'll admit that 90% energy resistance is cool
It's bright, but the nature of the effects are a bit... Sideways.
Rechecking my numbers, I find myself a little... Shall we say "less inspired" by Energy Aura than I was before. I was under the mistaken impression that Overload granted resistance on top of the set's defence, but it doesn't. It grants 45% defence base, which is massive overkill just on its own. It does add around 85% extra hit points, however, but I don't know... Energy Drain and Conserve Energy still seem like a good idea.Quote:I'd say Willpower would probably suit your concept better. It gets good regen and a self-rez which works for an immortal concept, the resistances aren't that bad, +perception works nicely for your concept too, and unlimited endurance is good for a "theoretically unlimited power" character. A childlike mind wouldn't necessarily be more vulnerable to psi attacks, especially if it's an alien mind. Psi users are used to affecting human minds after all. Maybe her mind is just too different.
On the flip side, you do make a very good point about Willpower. I'm really not sure what to do here. I can probably discount Invulnerability at this point for having no good argument for it, but that still leaves Energy an Will. -
Quote:One of the reasons I'm deleting a level 50 Blaster is because I don't like Blasters. This is one small part of over half the ATs in the game that I don't like. I've pretty much settled on a Brute and I'd like to stick with that, as this is what offers me personal protection, offensive strength and directness of action.If she can create worlds out of nothing, why not make her an Illusion/Force Field controller or something?
Hmm... Not a bad point, actually. I'll have to think about if I can justify Electric Armour as one more facet of energy in general. I'm not sure I could deal with the visuals, is what concerns me.Quote:As for your secondary for a melee character, Electric Armor might also work in funtion and theme. -
Quote:I'm already using "dark matter" for another character who spawned off Inna's story, otherwise I probably would. I'd like to stick to powersets that either have a No FX option or such that use a bright colour scheme. Besides, if I had problems with Energy Aura, I have ten times as many with Dark ArmourWhy not Dark Armor as a use of Dark Matter and/or Dark Energy? Personally I don't like the set but conceptually it might work.

I'm sort of debating with myself what I actually want her to be protected from.
Invulnerability is physical strength, meaning a body that's hard to break, but less resilient to everything else, even if Unstoppable makes up for that. Most importantly, Invulnerability lacks protection from psychic damage, but does offer a moment of "godlike" unkillability with the right slotting.
Willpower is kind of the reverse, in that it doesn't offer such great unkillability, and is indeed prone to rapid failure when facing high incoming damage, but it provides protection from everything, including psychic attacks, and even the ability to self-resurrect, which I actually value pretty highly.
Energy Aura's primary focus is on mimicking an energy being given form, at least within this context, and as such focuses on energy protection. It has the ability to steal energy from enemies, heal itself and reduce energy costs, which seems to be conceptually the most appripriate, as well as a God Mode power which stands to do even MORE than Unstoppable, which is interesting. It notably lacks any form of psychic protection, but I have to wonder if being a godlike space alien actually merits such when Inna isn't actually omnipotent, and indeed has the mentality of a young girl. Perhaps psychic protection shouldn't be high on my priority list. -
Yeah, I'm at this again, and I promise this will be the last time. The rest I can figure out on my own. In fact, the only reason I'm asking is because I seem to have some more options open up as I reroll.
The character in question is Princess Inna Inamen, as can be seen here:

To make her long story shorter, Inna is an alien who inherited the power of creation by right of birth, which gives her technically unlimited energy and the ability to fashion entire worlds out of nothing... In time, when she has gathered enough of it, spilled across the universe as it is.
Originally, I made Inna a Blaster - Energy/Energy/Force, to be precise - but I've grown badly unhappy with the AT and I'm slowly rerolling all of mine into something else. The original plan was to simply reroll Inna from an Energy/Energy Blaster into an Energy/Energy Brute, despite my dislike for Energy aura, or my possession of another 50 Energy/Energy Brute already. But then I saw that, unlike before, I had options, and I'm no longer sure what to pick. Energy Melee is a given, that will not change, but I have a few options for a secondary. Those are:
Energy Aura - The obvious choice, but a set which suffers from performance issues, and of which I already have a double. It's true to the concept, and the visuals aren't bad, but I keep thinking I can do better. Overload is a definite plus.
Invulnerability - An easy choice for a supposedly invincible alien. She's just very tough to kill, which would correspond to having great power, though more indirectly. It's also nice in that I don't have to bog her down with dense auras. Unstoppable is a definite plus.
Willpower - In the same vein as Invulnerability, but even closer to the original concept, one would expect that a creature with the power of creation would be functionally unkillable given enough strength of will to continue existing. And after several billion years of doing just that, it's justified. Visuals are nice, in that they can be turned off, but the lack of a "god mode" power (and Strength of Will doesn't really count) is a definite minus here.
I have no plans to remake Inna any time soon, so there's no time pressure on this redesign. Still, I'm lost in indecision and unlikely to be able to move forward without any outside assistance, so any opinion on the matter are welcome and appreciated. -
Quote:Yeah, that's part of what I'm saying. The current customization interface only really works with click powers, and more or less fails with toggles and summons, because they're treated like clicks, which they aren't.It would be nice to be able to see these in the editor. It would also be nice to be able to see what all our toggles look like together (Dark Armor, I'm looking at you, or at least I'd like to before I use up a costume token) something I vaguely recall BaBs saying he would look into but we never heard another word about.
A toggle power, to my eyes, should be able to be set as on and left as on for as long as one is in the interface, similar to how you can toggle them on for numbers purposes in Mids' Hero and Villain Designer. Have the toggle play its activation animation when one has selected it specifically, but leave it on thereafter until one specifically chooses to turn it off.
For summons, I'd suggest spawning the pet and letting it either cycle through all of its powers in order, or otherwise expend its duration. Things like Rain of Fire and Burn would be best set to show the pet's entire duration, while things like Jack Frost and the Auto Turret would be best set to cycle through their powers. I'm not really sure what one would do about Mastermind henchmen, but considering we can't customize those anyway, I don't feel it's a problem worth thinking about.
In fact, for pets it might be a good idea to give an option to replace the player with the pet, and give a list of the pet's powers, to be played at the player's discretion, with still only the two colours available for customization anyway. For instance, if I summon a Dark Fluffy, then replace my character with Dark Fluffy and let me see its powers in action as I change one of the two colours it can take, so that I can see its Twilight Grasp and its Fearsome Stare and how they look in its new custom form.
Really, though, my biggest problem is that I have no idea what I'm changing when I customize these powers, meaning I'll have to be paying a lot of money for Tailor fees at the War Zone, which is the only place with passive dummies to try your active powers against. Why aren't their target ranges at Icon and the Facemaker? And when is the Praetorian seamstress woman getting her own interior shop? -
While I realise the pitfalls of account fraud and the pressure on NCsoft to not get caught in it, I still feel there ought to be SOME way to allow people to validate that they do, in fact, own the card they are trying to use and that they do, in fact, live where they say they live. I know PayPal has an annoying security feature that requires you to have access to the credit card's actual account, but at least once you prove you own it, they stop hassling you.
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Quote:Personally, I feel the more pressing matter is actually including all types Devouring Earth monsters at all level ranges they spawn in. The 45-50 range only has Granites, so no tree men, no mushroom men and no crystals. That's just bad design, and it stems from six-year-old content that simply didn't feature them in any capacity at that level range.The DE use a certain type of skeleton, faik, either huge or monster which is an NPC only rig. Giving them alternate movement might be possible, though, and would look rather cool.
Beyond that, I'd really prefer the Praetorian Earth Devouring Earth to get their own distinct look. Not necessarily different powers or all different monsters, but just something to show that they aren't ours. Specifically, because all current "Praetorian" outdoor missions take place on Paragon City maps, including that stupid river map where you can see Nerva Archipelago in the distance.
The War Wolves still suffer from the "finger pointing bug." Whatever mechanic is used to make them clench their fists does not affect their index fingers, so they end up constantly pointing. This also affects everything that uses the Monster skeleton, such as the Minions of Igneous, who instead of punching you with their fists instead jab you with their fingers. It looks vastly more silly than I think was intended.Quote:I'd rather they upgrade the damn mutts they have in the Council and 5th Column; damn those things look ugly, and not in a Hydra 'purposefully creepy and ugly' way. More a low poly, badly made kind of ugly. Give them the new heads and tails at least. Or the old 'monstrous' wolf heads, if nothing else, make them look a bit less derptastic. -
Interesting. I just logged in Inna, my 50 Energy/Energy Blaster, who hadn't been in-game for 108 days, and her trays are all fine. She'd spent her time at Steel Canyon's Icon for this entire duration. I'm really not sure what causes this, then.
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Quote:That's something I meant to comment on, as well, though for me things changed around I19 and Inherent Stamina. For the first 18 Issues of the game, my builds were always weaker and inferior, by virtue of them not having Stamina, so my expectations of my performance were fairly low. Then I19 rolled around and made all of my characters awesome, no longer needing to stop all the time and suck wind in battle. All except for Blasters, for whom Stamina did little to nothing.Yup. The way that I rolled characters and played totally changed around issue ten or so, so my existing characters became worthless to me. An ice/ice blaster and bots/traps mastermind got deleted when this new playstyle came around, a Crab Spider that was meant to be my namesake undercover got deleted when Going Rogue was announced, and an elec/elec scrapper got deleted when she duoed to fifty way too quickly.
These days, I expect a LOT more from my characters than I used to, so I've had to cut a few underperformers, but that's just the nature of the game. You get characters to 50, but then the game changes and they end up being far, far too weak. -
It seems my worries of playing before maintenance were alleviated by me sleeping for over 10 hours tonight and waking up about an hour ago...
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Quote:Unfortunately, the Zombie Man is correct, and this is something BABs spent a good deal of time explaining to us. The game currently does not support customizable primary weapons, in the sense of customizing the weapons themselves. We can only pick from a list of set models and nothing more. As such, the only way to add weapon auras such that they would resemble adding an aura to a weapon is to increase the number of items in every weapon list by a factor of five, at least. For something like Broadsword, this would both make the list hideously unwieldy, as well as take an unacceptable amount of time and work.Weapons with auras are entirely doable. And exist.
Swappable customization of the auras doesn't exist and would have to be coded into the Tailor Engine (and get behind Pool Power customization for that).
In the meantime, they'd have to add a hundred extra entries for each weapon: Axe, Axe on fire, Axe with electricity, etc...
What's stopping them? Time. Prioritization. Loathing for having too many Auras out at once which starts to hit fps.
The only other way to solve this problem is by a coding solution, which is what we see happening to Shields. As we all know, certain shields can have additional details added to them and customized separately. I don't know how this is actually programmed, but if I had to hazard a guess, I'd say by virtue of costume item slots mounted on the shield itself, such that the shield can take additional costume items. This, however, is unique per shield, and as you may or may not have noticed, shields are not an "item," but rather a "body part," in the same way legs and head are. For weapons, we open the category and tab through its options. For shields, we tab through different categories as we would for Tights, Tights With Skin, Skirts and Short Pants, Pants and so forth.
This should be "possible," in the most direct sense of the word, but it's probably something that we're unlikely to see without serious development time investment, I'd assume something on the order of adding power pool customization. I'd definitely like to see it, and it's one of my hopes for the surprise David was hinting at, but I don't actually expect to see it. -
I've deleted two 50s so far. Looking at deleting two more. It seems unfathomable the first time, but it gets progressively easier with each subsequent 50.
The first one I deleted was a level 50 MA/Inv Scrapper who wasn't a lot of fun to play and, more than anything else, wasn't true to her concept. She was made back in 2004, back when the only way to get Super Strength was on a Tanker, and I didn't like Tankers. With I6, Brutes become something I liked that had Super Strength, but they were all evil. It wasn't until I18 that I finally had the option of making a heroic Inv/SS Brute, and I jumped at the chance. Best. Decision. Ever! Incidentally, Crash is back to 50 within about 200 manhours
The second 50 I deleted was my second oldest character, an AR/Dev/Munitions Blaster whom I blame for tricking me into thinking I could play Blasters and enjoy them. I CAN play them. I CAN'T enjoy them. I just wish I hadn't gotten three to 50 before I realised this. This guy is gone, to be replaced with a Bots/Traps Mastermind, a much better costume, a much stronger build that doesn't make me feel like a skittish wimp and an only ever so slightly revised story.
The next one I intend to delete is a 50 Energy/Energy/Force Blaster. She was supposed to be this all-powerful godlike alien princess, which didn't really pan out as a Blaster. So she'll be turning into an Energy/Energy Brute. Granted, that's not exactly the greatest of Brutes out there (I should know - I have one at 50 already), but it's a HELL of a lot better than a glass cannon that really didn't even have the "cannon" part down right.
The next one after that will be a Fire/Fire/Flame Blaster, the one I dubbed the "Empress of Flame" and who was supposed to have immense powers... But really didn't. She'll probably morph into a Fire/Fire/Something Scrapper, if for no reason other than because I don't have one of those yet. I don't foresee loosing TOO much damage, but not dying all the time will be a major plus.
So why delete these characters and not just transfer them to another server, rename and retcon them? First of all, it costs money, and while I may be loose with my purse strings, I'm not in the habit of chucking money in the fireplace just to hear it crackle. Secondly, there's no point in having a "new" character who I haven't played up to level. Right now, I could use an AT/Powerset respec, but I still wouldn't actually use it if I had the chance. Characters need to be played the whole way through, otherwise it feels like a cheat, and I'm missing out on the growing up process. As such, I literally have no use for a level 50 absent of the concept which got it to 50. -
Yes, please, forum software. Please remember me. I would really like that.
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Speaking of the beast run, I sincerely hope we get some measure of power customization for our run animation independent of Booster Packs and Tempermanent powers that add not just run animations but stat boosts, as well. There's room for it. -
If you use a mission teleporter to go to a mission in a zone where you're not allowed to enter, the game will load you into the zone, then immediately bounce you back to the zone you came from. I've seen it happen when a friend of mine tried to get to Cimerora before he was level 35.
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Oh, yeah, this reminds me: The power customization bug that makes custom forcefields misaligned isn't actually restricted to Forcefield Generator. All of Forcefields suffers from the same, and that's including Dispersion Field and the two ally cast shields. I know that's true at the very least for Masterminds, and I'm pretty sure it's true for all versions of Forcefields, as well.
And, yes, I have bugged that, too. Did it some time last year, if not the year before that. -
Quote:Ugh... Yeah, I still have to get this one and see how it looks. That'll be another round of tailor shenanigans and paying money multiple times because I'm operating blind.I think the one that annoys me most is trying to choose colors for the aura on the ground around Triage Beacon... what you choose never seems to be what you get (I would like red! No, that's bright orange...), and not being able to even see it in the editor doesn't help.
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While I can appreciate the merit of guarding people's credit cards from being used abroad, the inability to allow people to EVER use their cards abroad, or even in a different state, is plain old lazy design. Yes, it's a safety feature that should SUGGEST a safety violation, not an outright block. You should be able to tell account support that, yes, this really is you and, yes, you really want to use that card from that location and have them LET YOU.
There are few things more frustrating than people not letting you spend your own money, but having it happen right now, with the Vanguard Pack requiring consistent subscription, is just asking for disaster. -
Quote:Thank you for reminding me of another person I never want to hear from again, Leo. Tokyo has made a point of trolling animal-theme threads pretty much as far back as I can remember, and I no longer have patience for bigotry.Oy, why do people have to do this? I mean, I'm pretty indifferent about a lot of things and I'm sure there are people out there that care, but your intolerance is surely making people care less and less for what you think.
That, as well, answers the question of "why" people do this. -
I has pix!
Picture 1: This Poison Trap is set to be Red/Red, and both the bottle and the spray are, indeed, red, but the gas cloud is still cyan.

Picture 2: This Battle Drone is doing a sitchair1 emote, which has allowed it to slip almost completely out of its bubble. This does not happen on normal settings.

Also, my solution is the same one as Tech - I'll be leaving Poison Trap and Forcefield Generator on Original settings, but it's a pity I have to do it because of bugs that I've already reported before.
*edit*
In completely unrelated news, bulldozers and forklifts all over the country have gone white. -
I apologise if this seems unproductive, and I have indeed bugged all of these, but I just need to say something.
As we all know, the Power Customization interface has some... Problems with it, such as the inability to see your customization choices on summoned entities, such as trip mines, the Voltaic Sentinel, the Gun Drone and so forth. However, my Bots/Traps Mastermind found that these shortcomings masked a far more sinister set of bugs with Traps and Power Customization - the fact that some powers are bugged when customized, and for some it's impossible to tell what the heck you are changing. The two that I saw were:
Forcefield Generator. Normally, this power creates forcefields anchored to the chest of a character, which move with the character as he is animating. When customized, however, the forcefields are actually anchored to the character's hit box, meaning that they do not respond to the character's animations, meaning in turn that characters' legs stick out from to bottom of the bubble, characters doing jumping animations like Total Focus leap out of the bubble and something as simple as a sitting animation puts the character underneath his own bubble. This looks really bad, and prevents me from customizing my Forcefield Generator. I don't want misaligned bubbles.
Poison Trap. At first I thought it was just the awkward interface not letting me see what the gas cloud's colour would be that had caused me to use the wrong colour, but it turns out that customization DOES NOT alter the colour of the gas cloud that the Trap creates. The cloud is always a light white-cyan colour regardless of what you choose. The only thing customization changes is the colour of the bottle and the colour of the little aerosol spray right as it triggers, but the gas always just looks like steam.
In addition to these, I want to cite Trip Mine. Changing the colours on Trip Mine appears to simply change the colour of the trip beams, but it also, in fact, changes the colour of the explosion fireball. How? I'm not really sure. I've seen it before on other characters, but since this Mastermind is too low for the power, I have no idea which colour does what, since the power customization interface won't show me what I'm actually changing.
I'll try to get pics, as well. -
Of course, whenever I have something nice to say, the forums take an hour to load so as not to let me...
Quote:I'd say the solution to that is auto-team-making of some sort, similar to what online games have had for years. WoW, for instance, lets you flag for whichever instances you want to do and keeps you flagged until enough people are flagged for that instance, then it just auto-teams them together. No need for anyone to go out and send tells, beg over global channels or anything like that. The system does all the leg work.In the meantime, one specific thing you could do that would make people like me insanely happy would be a server-wide teaming chat channel. I'm not sure if you're aware that we've all been piling onto "global channels" that only people in the know access, and which fills up eventually. The first time I unsubscribed to this game, it was because I spent 3 weeks standing on a hill in Talos Island looking for a team and being unable to find one, because I didn't know about this chat system.
This is similar to the "Quick Match" option in every FPS made in the last ten years, only without the worry that you'll get stuffed in a server with ridiculously high ping. I've always felt this is a good idea, even if I'm not a fan of teaming, random teaming least of all. It's that good of an idea.
