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BTW - More importantly after biting my tongue when I've posted before now, I've finally had two change the title too the correct to.
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/pedant
Actually, I thought this thread was about making a toast "to much farming!"
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Any real pedant would have noticed that I used the wrong homonym (to/too/two) on each usage within that sentence, not just on the 'two' that you highlighted!
Rather than "I've finally had two change the title too the correct to." it should, of course, read: "I've finally had to change the title to the correct too."
Anyone who's read many of my past posts will probably have realised that this was intentional.
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Oh, I've read a lot of your past posts, JD - you should know that by now. I just wanted an excuse to make my "toast 'to much farming'" gag.
If I was being truly pedantic, I would have pointed out that the entire sentence is grammatically poor, since it should realistically read:
"I've finally had to change the title to be correct: "too", since given that "too" is correct, there cannot be multiple versions of the word, which is implied in your statement. -
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BTW - More importantly after biting my tongue when I've posted before now, I've finally had two change the title too the correct to.
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/pedant
Actually, I thought this thread was about making a toast "to much farming!" -
I'm not suggesting that low level characters and arcs be removed from MA - just that the buildings are removed from those zones. This would give newbies a chance to experience the start of the game, but wouldn't be overly detrimental to those people who want to hop on the train and PL or farm or whatever - but it would give a better impression in the starting zones.
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It'd be nice to move the MA Farming talk to another zone just so new people can ease into the game proper before engaging in Level 53 Rikti XP Orgies.
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Agreed.
Is it going to harm the game if the MA building is removed from the starting zones? Do new players to the game really want to go and make thier own missions as soon as they have created a character or will they be learning the game first by playing it?
Why not remove the MA buildings from the starting zones? Then people that are new have some breathing space to learn the game.
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Have to say, this is a damn good idea, to be honest. In fact, I'd be tempted to take it a little further and suggest shunting them into the 10-20 zones at the lowest. -
Switch cards used to have an issue number and an end date.
Maestro cards have a start date and an end date.
All online sites that accept these cards should be able to recognise the difference, and you will enter one or the other, not both. The one time I came across a site that insisted I include an issue number for a Maestro card, I just entered "1" and it worked fine. -
The thing I think some people are missing is that the developers have not had architect a huge amount of time longer than we have. Sure, they'll have had it before we even got to closed beta, but if you look at the developer commentaries on it, it went from dream to reality in a surprisingly short time.
Yes, the developers will now have the ability to all chip in when it comes to creating missions for the game. Yes, that could indicate (but does not guarantee) that the amount of story content we will see in future issues is going to be vastly in excess of that which we have seen recently... but one thing I can guarantee is that the developers have a lot on their hands right now, so for some of them (probably most of them), writing up a quick story arc using the developer version of Architect, just to have been able to include it in I14, is not going to have been a high priority.
The real priorities are Issue 15 and Issue 16, 5th Anniversary and ensuring that the business plan to compete with Champions Online is on track.
I suspect that Issue 15 will be quite quick to Beta, and I hope that the Fifth... anniversary has some real punch to it.
We knew that I14 was going to be Architect. I'm surprised and amazed that people are complaining that the developers didn't include story content that wouldn't fit the theme of the issue. -
I find it interesting that you don't consider Issue 10 to have been story heavy - Invasion was a pretty damn large chunk of story, to be honest. How many new contacts in the RWZ? A new TF as well. Progression of the Rikti Invasion storyline. All of that, plus a zone revamp of RWZ.
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Xem, you're a star - I doubt I've said that enough, recently. Not that I'll need to take you up on this awesome offer, being a native English speaker, but that's a phenomenal offer.
Proof once again that CoH's community is full of awesome. -
I presume you mean the "Positron Defense", FFM.
On what appears to have become the main topic... way to derail a thread. But, since it's been utterly derailed, I've changed the thread title and I'm going to add my two penneth to the discussion.
Firstly, anyone interested in RP would be very well served to check out the sticky about Hints, Tips and Tricks.
Yes, we (I use the term to refer to those of us who frequent GG for our RP fix in-game) can seem cliquish. No, it's not intentional. No, we're not unwelcoming.
Now, I'll be the first to admit that if I'm on my main and your toon isn't female, my main is unlikely to strike up a conversation - but that's the way he tends to be. Conversely, my second character is very likely to start a conversation with practically anyone.
The hardest part about breaking into RP at GG is that the interactions and relationships there tend to be long-term. As such, it can seem that there is an unbreakable wall, where people don't want to have "intruders" joining in. This wall is not real! Many, many, many of the toons that frequent GG are extremely friendly and open, and quite willing to talk to new people, as long as they're not tied up with something else (and it's that last part that seems to create the "wall"). My best recommendation for anyone interested in "breaking in" to GG RP is to get there for 9. There tend to be fewer people around, and those that are tend to interact with whomever is present. I know that if (rare these days, but it does happen) I get there before or at 9 o'clock, then I often strike up a conversation with whomever is present.
Once everyone has turned up, old conversations, relationships and discussions tend to take over, making it a lot harder for a new character to inject themselves into things.
We are not interested in shutting people out - quite the reverse, in fact - but RP in a social setting such as GG is a joint effort between everyone involved, which means that the people already there are as likely to make the first move as a newcomer - if a new character makes no effort to talk, then nobody there will make any effort to speak to them.
A further recommendation for someone new, though, is this (feel free to copy/paste it):
/me strolls up to Shadowe and taps him on the shoulder. "Umm, excuse me... is this the place where the heroes hang out?" -
Hmmm... a thought just occured to me...
I have multiple accounts, and I know a few other people who do, also. This offers us unprecedented flexibility with a little bit of jiggery-pokery.
Branching story arcs.
I have a total of 6 arcs available to me, thanks to my 2 accounts.
I could create an arc on Account One, with the final mission's success dialog pointing the player to one arc, and the failure dialog pointing to a different one (I'd make it so that both of these arcs are from my second account to minimise "Author search" problems). Then those arcs can either merge again, or end the overall arc in different ways.
This bears thinking about... -
Highlight and Right-click is your friend!
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Yes.
Further to this, though, I would strongly suggest one of the more out of the way zones for it.
Galaxy City is actually pretty good - last night, when the Atlas AE building was heaving, Galaxy had maybe 5 people in it.
Sure, that's likely to change, and it's worth noting that local chat range extends quite a way inside the building, but it's lovely and quiet, and the surroundings are really rather pleasant.
I think I'd prefer it to the GG statue, to be quite honest. -
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Flashback is and has been used for nothing but taking a shortcut to badges after being PL'd passed them, no mission or contact arcs needing to be made or done.
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(emphasis mine)
I would love to dispute this.
So I'm gonna.
That is the biggest load of tripe it's been my displeasure to read for an absolute age.
Let me see... what have I used Ouroboros for?
Flashback IC roleplaying using appropriate arcs springs to mind.
Flashbacking for the Ouroboros badges is another.
What else...
Oh, yeah, badgehunting for missed badges when I most assuredly did not PL past them. Well, unless you consider 7 months for my main badge toon to get to 50 an example of PLing.
So, to be only mildly picky with what you assert, there... your statement is false. It has been and in fact is used for purposes other than "taking a shortcut to badges after being PL'd passed[sic] them".
Simply put - I use Ouroboros regularly for purposes other than that which you claim. You are therefore wrong. -
Vet reward months and paid for months are two different things tracked by your account.
So, if, like me, you have bought CoH, CoV, the MAC Pack and will be getting the Architect code and have owned CoH since 3 September 2005 you will have 3 years and 7 months of Vet time, but will only have paid for (so far) 3 years and 5 months. Once I have the Architect code, and have got to 3 May, I will be at Paid For 3 yr 5 mth, Vet Time 3 yr 8 mth. -
I always thought the bank robbery began when you got to within a certain distance of the bank - at least that's how it appears to have been from my experience.
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When you refer to your wife by her Global... to her parents.
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I like this idea. It certainly fits into the sort of non-game-breaking thing that Vet Rewards should be, and makes life a lot easier for heroes... not sure of the advantages to villains, since most of the contacts red-side give out their numbers pdq anyway.
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It appears that comment came across as a personal jab, rather than the amused generic incredulity that was intended.
My apologies. It wasn't actually directed at you. -
The Charity in question was Draw The World Together, created by Andrew Wildman (if you don't know his work... what planet are you on?) to support the charity Everychild. NCSoft EU have been enthusiastic supporters and sponsors of DtWT in the past, and many of us love the sketches we have of our characters done at events by the artists who have kindly donated their time to this worthy cause.
I am sure that if anyone were to wish to donate to DtWT as a result of the work that Mumsy has put in to an attempt to support it through a work of parody, Andrew would be most grateful. -
Here's an Excel spreadsheet with a partial list of the CoH mobs and level ranges (it covers pretty much everything up until Issue 7, but I am aware that there are gaps). As for drops... no, sorry. Not gone that far.
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It was a spelling error, probably caused by injudicious use of "Find/Replace". You will notice that in all of that set of patch notes the three letters "tan" are replaced by the three letter word "red". Which implies to me that the notes said the word "Tan" somewhere and a the decision was made to replace it with "Red" for us Europeans (I have no idea why), and we end up with Redkers.
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The quick way of looking at it (and this is somewhat wrong, but the detail is tedious) is that your defense reduces the chance of a particular attack hitting you.
If someone has a normal 90% chance of hitting you and you have a defense of 30% against the incoming attack, it reduces their chance to hit to 60%.
Your actual defense against a specific attack is "the greatest of all possible defenses against that attack". So if you have ranged defense 20% and fire defense 30%, the game will use the 30% against a ranged fire power. -
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Hmm.. I dunno Birdy. It sounds to me like the two groups of 15 actually take up the entire mission worth of spawns, so that nothing at all will spawn UNTIL the glowie is clicked. Someone needs to test this... Anyone reading from home and has the test server setup?
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Anecdotal evidence only, but it seems to be true. "Using up" the available spawn options with ambushes, patrols and so forth reduces the number of static spawns that get created in the game. I noticed it on the first day of Closed Beta. It is a feature. It is WAI. -
You're missing something, Birdy - using those spawn triggers seems to actually draw down the numbers of static mobs that spawn - I once had an almost empty office map except for the last level because I had a number of ambush, glowie-click and boss spawns active in it.
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To be honest, it's not what they did that's the problem for me. It's how they did it. To use a slightly weird analogy, it's like someone going into a McDonalds, buying a Big Mac, then handing out flyers for taste tests at the Burger King down the road.
The word is "rude". Possibly "insulting". Yes, try to get players from other games you're in direct competition with. Fine by me. But doing it in their game and official forum? That's too much.