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Posts
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I have two accounts, and would occasionally like to run both at once. For Supergroup badges that unlock gear, mostly, such as the healing and sidekick related badges. I know I've seen a post that detailed a list of settings or commands that would allow CoH to run more efficiently in the background, but I can't seem to find the post. (I'm sorry, my search-fu is weak.) I'd prefer not to run in windowed mode, and I'd like the instance of the game I'm actually playing to still look decent. I know that my computer can handle running two instances of the game at once, there are just a few areas where it gets a little bogged down. (Mercy Island south of the starting fort is one. Too many buildings and shacks all in one place, I guess.) Can anyone point me to info that might help?
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Quote:As an extremely casual player of that other MMO, I can tell you that raising the level cap doesn't help. You know what the first thing is that happens when they raise the level cap? The same players that sat around at the old max level raiding and whining about having nothing to do race straight for the new cap. Go on a few raids, work out the new strategies. And then sit around raiding and whining about having nothing to do.This game is not WoW. WoW may have been build to have its level-cap raised all the time, but CoH is balanced around the magic number 50, not to mention that level-cap raising doesn't just magically fix something or add something new, all it automatically does is make you grind more to reach maximum.
If you can add more level 50 content, why not do that? In fact, isn't that preferable to make something you can access right away than to make something you first have to grind for?
For everyone *else,* you've just gone from being ten levels away, to being twenty levels away. And given how the experience tables usually work, if you *aren't* in a big guild with people willing to power level you, those shiny new levels can take almost as long as you've *already* spent playing the character.
Not to mention the "value" of an expansion full of new high level content, most of which you (the casual player) are weeks or months from ever being able to see. Heck, the expansion for that game has been out for a year, and the *only* new content from it I've experienced myself are Death Knights.
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It's a question of game balance. If you want to be so powerful that nothing can faze you, or the majority of the player-base, the two obvious solutions are nerfing players or making enemies more powerful. You can't have your cake and eat it, too.
For example, in the "old world" areas, it's pretty common to get a quest that amounts to "get me ten pieces of zebra steak." Under the old design model, the developers dumped a hundred zebras in a nearby area, and set each one to have a 20% chance of dropping "A Zebra Steak." At level X, a zebra should take about a minute to kill, and you'll need to kill an average of 50 to get your steak. There, aren't you satisfied? The developers just "entertained" you for an hour.
In the new areas, there's apparently a goblin that gives you such a quest. "Get me some mammoth steaks." Except then he hands you a bomb, and the following instructions:
Step 1. Find a Mammoth
Step 2. Feed Bomb to Mammoth
Step 3. Wait 30 seconds
Step 4. Collect Steak
The part that makes it fun and challenging (or so I'm told) is Step 2, convincing a mammoth to eat a bomb. It might require additional steps, and might still be set up to take an hour. But you're actually *doing* something. You have a goal. You're not just sitting there playing "Whack-a-Mole" with some random critter.
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You want more end-game content, but you also want to push the level-cap up every year? That's not how it works.
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And on that one, I actually do agree with you. Generic missions, like Radio/Paper missions, might suffice with generic maps, but the thing is, you see the same warehouse, office building and laboratory map all the bloody time. In a game that is all about instances, actually unique environments are more than just nice to have. While MMOs, by their very nature, are a lot more about repitition than other video games, it's about how you hide the grind.
Quite honestly, it's hard to tell what the difference between farming and doing a Citadel Task Force is. Actually, there's a key difference: At least farms stick to the same place.
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I'm not a PVPer at heart, so I can't say too much on it. It's true, PvP is more or less just tagged onto the main-game. CoH was simply designed as a PvE game. I really can't say more about it because I just don't PvP much. I dabble occasionally in some of the PvP zones, but that's it.
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Just a thought, but isn't it part of the backstory of the Malleus Mundi that A) it apparently cannot be destroyed and B) tends to randomly jump to new owners occasionally? Or am I confusing it with some other artifact of ancient power?
*Edit* Nevermind, I found the data on the wiki. Clearly, I was thinking of something else, since the Malleus Mundi doesn't jump around, and might have been destroyed. Since only a few hundred thousand pages of it have been crafted into things by now. -
Quote:My understanding is that an empty "from" just means that *character* has been deleted. I know that I've tagged such email as spam, and had other emails (some that still included a character name) disappear as well. The Ignore as Spammer option hits the @Global name, not the character name, I think. Either some spammers don't know that, or they're hoping that players don't know it.
Also, to save space, anytime you see an email and the "from" portion says "empty", just delete the email, the account it came from has already been banned.
I do wish there was a better option for allowing friends to send emails - "Friends and Supergroup" is almost completely useless for a lot of people, since it only tracks character name, not global. I don't think I've ever intentionally used the server/local friends list. I make too many characters, so it would be pointless as a way to contact me - I could be on every day for a month and never log in the /friended character again.
*Edit* As far as the list being limited, that other MMO (the one with the orcs and purple elves) only allows you to ignore 25 characters. That list is specific to each of your characters, and isn't shared. So if you're playing your Warlock, and ignore BumHeadJerk, then switch to your Hunter, BumHeadJerk will be able to talk to you (because your Hunter hasn't ignored him yet.) Likewise, if everyone in the zone ignores BumHeadJerk, and he switches to his character ButtHeadJerk, he'll still be able to bother everyone. About the only good point is that that company appears to actually delete spammers when they catch them, since anyone you tag as a spammer will probably pop off the list in a day or two, with a message similar to "Ignore removed from list, as that character no longer exists." Or maybe the spammer deletes the character themselves, either way. (In fact, that might be where the "delete spambot" behavior in CoH comes from, if it's a tactic that works in such a big MMO.) -
Quote:The elevator problem is an known bug. It's probably a side effect of whatever they did to pets to allow them to zone, and to MM pets specifically to allow them to zone with the upgrades in place. For now, the only workaround is to dismiss the damaged pets and resummon them. It's annoying, and a waste of endurance, but I've only had it happen a few times. However, I mostly solo, so I have no idea if this glitch might become more common on teams.Along these lines, I'm getting infuriated at what is becoming the biggest weakness my 2 Bots MMs (both turned 50 this past weekend, one Traps one Poison) face in the game: elevators. Last time I played one I had 3, THREE, of the Bots get hung up on an elevator. Sometimes I can teleport them and they reengage. Other times I port them and they just sit there. Still other times I port them and they run back to where they were. I really enjoy the gameplay with these characters otherwise, but I'm afraid they'll both have to go to the "Hall of Retired 50s" unless something gets fixed.
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Oh, I like it. Mutually exclusive badges. "If you want to get *this* badge, you can't even attempt those 50 easy badges over there. Have fun!" Of course, depending on what's required for the "loyalty" badge, it might still be possible - especially if you can't lose it once you've got it. "Ok, you made it to 50 as a villain. Congratulations, you're a psychotic thug. Wait, where are you going? Why are you getting on that sub to Paragon, I haven't given you a mission yet."
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I'm pretty sure one of the first press items or interview said that there would be a something special for characters that never wavered from a single path. I don't have a link though.
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I've seen another interview where one of the devs stated that "equivalent" badges will likely change names when you switch sides, at least for the Accolade badges that include powers. Probably to prevent people from stacking them. Hopefully they won't revoke badges that don't have a mate on "the other side" though - it would be a good way to allow characters to have some history for people that care about such things.
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Just a thought, but does it *really* matter if a totally irrelevant badge in a completely fictional world might possibly be inspired by a real but ancient book that the developers have almost certainly never actually seen? And let's not overlook that fact that "gaming culture" has happily swiped material from various mythologies for decades, often with little or no regard for the original context. In point of fact, I have seen the word Malleus used in connection with witches in other games. At some point, the association probably *was* based on research into the actual history of witches. At *this* point, the link might be based on nothing more sinister that that they saw it in some other game that did so (who got it from another game, which borrowed it from that game, which copied it from whoever actually looked it up to begin with.) It happens all the time.
Of course, attempting to throw a rational point into an irrational argument doesn't usually work, so feel free to carry on. This is almost as entertaining as the thread on that other board about whether the Enterprise could destroy the Death Star. -
Quote:I'll try that and see if it works. That would actually work fine with what I have in mind, since it's basically a "sneak into this office and get some files without killing everyone" mission. Most offices don't generally have several hundred security guards on staff. At least, not all in the same five rooms.Possibly... use multiple hostages or escorts that are hostile without an enemy group. If they are defeated before being rescued...Hmm... Not sure of the timing but I believe you could get the general idea to work. It would probably be very sparsely populated and and only vaguely like you are envisioning it.
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I am working on a MA story. I'd like one of the missions to be based on the character entering an area and collecting an item, and *NOT* beating the bejeezus out of everything that moves. The NPCs will still technically be an "enemy" group and hostile. But I'd like to trigger the "You Failed!" dialogue if any of them is actually defeated. Is there a way to do this? (Basically, if the player is able to stealth through the mission, the contact congratulates them on doing a good job and not harming guards who are just doing their job. If you pound them, the contact congratulates them on being a violent thug.) Since we can't actually create branching missions, the story will continue regardless. (And it does still provide an option for AT/Powerset combos that can't sneak.)
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Quote:I've encountered this twice on my Necro/Thermal Mastermind. In both cases, I was able to force them back to controllable status by throwing a Fire Shield on them. If it happens again, I'll try to test the targeted and AoE heal powers, to see what works and what does not. I assumed that this was part of the "known issue" where Mastermind pets are having an issue with zone doors and elevators.Just FYI, there's a new bug now that causes MM minions to become uncontrollable. They con the same as friendly NPCs, and they still follow the MM, but the MM has no control over them whatsoever. Sometimes rezoning will fix this, but it tends to happen the most in open areas, especially areas where there are several other players (at least for me). So if you politely ask a MM by the Black Market to dismiss his/her minions and s/he says that s/he can't, this may the reason.
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Quote:Also, of the small amount of info we've gotten from the devs, they've mentioned repeatedly that they are including a new starting area, and hinted that it'll be a mixed/co-op zone, where Hero and Villain ATs can work together. I think it was also mentioned somewhere that this would likely be a "neutral" zone, in that anyone who starts here would probably be in the grey zone morally. (So if you wanted to run a Mastermind to Atlas as soon as possible, you might need to start here.)That would be monumentally dumb for the Devs to do. They have stated that they regret doing the "Level 50 Unlocks an EAT" thing, so I doubt HIGHLY that they would repeat that "mistake."
Also, as a full expansion, they'd want all the new features to be available to anyone who buys the box. Especially new players. Adding all this new stuff, then telling all the brand new players who just picked it up that they have to slog clear to 50 and then start over before they can do all the expansion content would trigger a massive ragequit. -
Quote:I've run into that once or twice, and I completely don't understand it. "I am a Tanker, I *MUST* have perfect aggro. Anyone that manages to draw a critter away from me will be kicked." I sort of thought the whole point of a Tanker was that they keep everyone else busy while the Blasters and Scrappers tear apart their chosen targets, and the Controllers pick a group and patiently crush it to death. That said, that Tanker is in for a rude time if he joins a Task Force where A) he's not the leader and B) the team includes a Mind/Storm or Illusion/Storm.And possibly agro stealing. PA are great tanks, but if the leader was a tank and doesn't like to share, that could also be part of it.
*Edit* It just occurred to me, that when Going Rogue is live, his life will get even more interesting. Robot/Storm Masterminds and Energy/Storm Corruptors leap to mind here. -
I think many/most of the "Hold" animations are broken. I was playing one of my Plant controllers, and noticed the same thing - Held = stunned animation.
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In the guides section, I believe there's a couple for Fire/Dark. At least one recommends setting it up as an AoE damage set, based on the following tactics:
1) Find a large group of mobs, and use Darkest night to aggro and pull them to a corner
2) Standing just out of sight around the corner, drop Tar Patch
3) When victims run into the Tar Patch, drop Rain of Fire, Fire Breath and Fireball. Use the fear attack first if needed to make them hold still.
4) Blast anything that actually survives.
I have a Fire/Dark, though not at a very high level yet. I've currently got Twilight Grasp set up as part of my attack chain, as it has a vicious -to hit component. I'll probably get Howling Twilight, even though that character is meant to solo, because it carries a nasty Stun component. The ability to revive any nearby team mates would just be a nice side effect. -
I've had this happen twice. On one occasion, I'd logged out while inside a mission, and apparently the server didn't quite finish removing the character. (A friend mentioned that I'd been online and ignoring tells for two days.) The second time it happened, I hadn't played in a week or so, and all the characters' "last logged in" times reflected that. I simply assumed it was a glitch with how the server was adding/reading the timestamp on my last login attempt.
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Quote:*Sigh.* No, I'm not presenting any defense. Nor am I throwing a temper tantrum every time someone points out a potential problem. I am also not the *only* person pointing them out, nor the only one you are attacking in response, which is what I was asking about.What is this, kindergarten? Are you seriously trying to use the "I know you are, but what am I" defense?
I began this thread to present my argument that bikini girls with machine guns would be technically feasable, and enough customers would enjoy it as much as I would to make it worth the effort to the developers to implement. Then you come along and argue rather strongly against both of these points.
That's a "disagreement", isn't it? What else would you say you're doing here, AGREEING with me that my request is both feasable and worthwhile? Please explain what "alternatives" I should be considering here.
As for feasibility, MM Customization and bikini girls are two completely different topics. Some form of MM customization may be possible, even likely. Whenever the developers have been asked about female humanoid pets however (and have bothered to answer at all,) their response has been more or less "no, because some players would do something immature and stupid." It really doesn't matter whether this is logical or consistent or makes sense in light of AE, or Warcraft or anything else. That was their stated position.
Yes, the developers have stated some things in the past and then later changed their position. (Custom powers were not possible when the team was down to fifteen people. Then NCSoft showed up with a wheelbarrow full of money and told them to hire a lot more staff. Suddenly some things were no longer quite as impossible.) However, it is *entirely* their decision whether to do that or not. It really *does not matter* how much you, nor any other player, wants or needs or deserves bikini slaves. If the devs don't like the idea, it's NEVER going to happen. -
I am curious though - why are you so desperately attacking everyone whom you THINK is disagreeing with you, as if you are unwilling to consider any alternative?
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Quote:Really? You'd just kick them without even seeing if they have a clue? If they're on the path to having a clue? Personally, I find vet badges irrelevant. One of the best players I know had *no* vet badges as of a month ago. One of the worst, most egotistical and most grossly incompetent players I've ever seen had just about every badge you can get, and insisted they'd been playing since just after launch. (And he was a Build Nazi, too.)I lead my own teams, so I check powers and badges when I recruit people.
I'm impressed by Accolades, SF badges and accomplishments like Efficiency Expert. I don't put a lot of stock by vet badges. I'll notice if someone doesn't have the 6 month badge and adjust my expectations accordingly, and I'll outright kick someone who's playing an Energy/Storm corrupter with zero vet badges, but that's about as far as it goes.
Lack of vet badges means *nothing* except that it's a character on a new account. Until I've seen them in action, I have no way of knowing if it's a player picking up the game again, an experienced player from another game, or even just a second account of someone who's been playing for a while. (I know two people who got a second account for a relative or spouse, then ended up keeping both accounts when that person quit. I know two couples who each have characters on their partners account, and switch back and forth at will.) And people were getting powerleveled to 50 on characters they didn't know how to play *well* before AE was introduced.
And as far as booting someone for having a high knockback build like Energy/Storm, I'd like to point out that *every* AT has numerous chances for a moron to run amok - Defenders and Tankers who choose powers as if they were Blasters or Scrappers, Stalkers who wait to refresh Hide after every attack "because it does more damage," Masterminds who try to "scout ahead" with their pets set to Aggressive... -
Yeah, that would pretty much fix any population issues with the game. Either everyone would spread out onto the other servers, or they'd all ragequit and never return. But at least we wouldn't have any more posts saying "this server is dead compared to Freedom."
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I think for some people (certainly for me) the concern is that six hours might not be long enough for all the new events to even fire off, let alone to actually find repeatable bugs in them. Especially since some scripting bugs might not show up immediately. For example, another MMO recently had a launch event where the scripts worked fine at the start, but the longer it ran, the buggier it became. By day three of a four day event, it was literally unplayable. For myself at least, the concern isn't missing a chance to preview the event before it hits live - it's the likelyhood of missed bugs making it live and hanging around until the live event ends.
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My first character was/is a Necro/Dark Miasma MM. It's an interesting set, but tends to be pretty either/or. Either I'm walking all over the opposition, or they have flamethrowers and the zombies just vanish. Stupid Longbow. I might try a Necro/Thermal, since that would cover one of the main weaknesses of the set. (The other is that since the zombies and knights have both melee and ranged attacks, they'll probably use whichever is least appropriate.)
Mercs seems to need a balance pass though, since lots of people seem to feel they're the least useful set. I mean, they're getting outpaced by *zombies.* How embarrassing is that? -
There are currently problems with the store, and have been all weekend. For some people, empty purchased slots (everything after the first page) aren't showing up, even if they were open before. I'd recommend avoiding any purchases until they get it fixed. You won't lose the money for any purchases, since the system does save the receipt, but it's a pain to have to jump through all the customer service hoops.
http://boards.cityofheroes.com/showthread.php?t=192824
*Edited to add the link.*