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If you don't have any open contacts at all, but have switched sides, you might have to switch back to fix this. Story arcs never expire, and are considered "open" until you've completed the last mission in a chain. Also, active Story Arc isn't the same as an active mission - if any of your contacts has a book icon on their contact panel, that's an Active Story Arc, even if you don't currently have *any* missions from them on your list.
Where this can cause a problem with side switching, is that none of your "other side" contacts are deleted. They're just hidden from you. So any active Story Arcs are still being counted as "in progress" by the system, even though there's no way you can complete them at the moment. The only workaround if this is the problem is to switch back to the correct alignment for that contact and finish the story arc. In future, it would be best to make sure there are no active Story Arcs an a character who is going to complete the alignment change. -
Youtube recently added a requirement that you need to have a Google account to log in. Unfortunately, I didn't know about that before it happened, so I was unable to delete my account before being locked out of it. (I have less than zero intention of setting up a Google account.) In any case, they also "upgraded" some other parts of their system when that went live. It's possible you're getting hung up on something related to the changes.
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Something that I've seen happening (especially with "in demand" items like Luck Charms,) is that the price is consistently fairly high, and there are often hundreds of bids. Someone will show up at the market, and either be in a hurry, or they don't want to pay the transaction fees on a high selling price. And since the last five Luck Charms sold for 50,000 each, they figure it'll be a huge profit, so they sell off a big stack at 5 inf each. And it turns out that the hundreds of standing bids are all for 500 inf each, so that's what the stack sells for. Then someone else shows up, who simply wants to craft a given recipe right now. This person knows that Luck Charms are all over the place, and simply doesn't want to wait. So they throw down a bid for 200,000 because they know that's well over the "buy it now" price and they have the money to spare. Ta-da! No conspiracy needed.
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I'd question the credibility of the numbers for Warhammer, as well. They just had *another* server merge I think, which I believe brings them to something like two US servers and one EU. Or something. (It's not many, in any case.) The only way I can imagine those numbers being even slightly legitimate is if they're counting "Endless Free Trial" accounts, IE, the ones that never expire and are capped at level ten.
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Quote:For the first question, I don't do it to any great degree. I have one character who has costumes with and without wings. If I'm thinking about it, sometimes I'll switch to the winged costume to fly a long distance, but largely I don't worry about it.
So 2 questions:
Does anyone else actually do this? Even if it's as simple as "can only fly with the winged costume"?
And a freebie question: Would the option to customize powers further by costume, so much so that you can lock out powers (or lock them in), be of interest to anyone?
For the second question, I can honestly say I don't personally have any interest or desire to see such a feature. In fact, I'd be strongly opposed to such a feature unless it was entirely optional. To be honest, I have similar feelings about "secret identities" and other such roleplaying gimmicks. I don't think there needs to be game mechanics to enforce rulesets that really only appeal to hardcore roleplayers. Especially if such rules end up restricting normal play, or imposing arbitrary disadvantages. "I'm sorry, you picked the Vegetarian trait at character creation, you're going to be doing 10% less damage during this mission. It's in the rules." -
I might have misunderstood the original post. But if I'm reading it correctly, Zombie Drowned Girl is being harassed by ERP Sub Catgirl, who objects to the costume. If that is the case, I'm pretty sure it's safe to /ignore ES Catgirl, and agree that it would be at least a good idea to use Player Notes to tag them with one star and any appropriate details.
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Personally, I don't have any special dislike of the "Master of" badges. However, I don't really enjoy Task Forces to begin with, and rarely join them. On two occasions, I've been in a group when the leader decided "hey, let's do a Master of run." In both cases, I pointed out that they'd be better off with another player, and left the group. Since I rarely do TFs, I don't know them inside and out. In fact, other than the ITF, it's pretty likely that if I'm running one for the first or second time. So it's a near certainty that I'm going to get killed. If the team even jokingly wants to do a Master Of run, then the best thing I can do to ensure their success is leave. I don't like TFs, but I'm not out to ruin the game for other people.
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I like the fact that PVP can be almost completely ignored. I'd like it better if people didn't assume that every character has Shivans and Nukes. (I won't enter the PVP zones, at all, ever, for any reason.)
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Just to clarify: If the current Weekly Strike Target is a less-than-level-50 Task force, such as Lady Grey or Imperious, you will only get the notice if you run it for the first time on that character at level 50. If you run the TF on a character at less that that (say, a level 48 character in LGTF) you'll automatically get double XP and merits. If you then reach level 50 and try to run it again while it is still the Weekly Strike Target, you will *not* receive a Notice. This is not a bug, and is Working As Intended. If you have a character that is near level 50 and think you might like to get the Notice for the current Weekly Strike Target, you'll need to get to level 50 *and* finish the story arc to unlock the Alpha slot. Then you can run the Weekly Strike Target and claim the Notice.
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You're in luck then. According to the screen shots from the sneak peak, the new Incarnate slots need three new currencies. Incarnate Threads, and two kinds of "incarnate Merits." There might also be a form of "Incarnate XP" required to even unlock the slots in the first place, but I'm not certain about this (and honestly no longer care.)
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Quote:That would be true, if the Incarnate powers only functioned at all in Incarnate trials. Indications are though, that the pets and AoE and buffs will work in any mission, as long as you're currently fighting at level fifty. Are you seriously trying to claim that even just the Alpha boost has no value to a solo player doing level 50 missions?I don't understand why you want a solo option for a system whose only use is for team content. If you don't do the new trials, you won't unlock later Incarnate slots. Because of this, you will be at a disadvantage on these new trials. But since you're not doing the new trials, it doesn't matter.
You lose literally nothing here. Except, I guess, new content, but them's the breaks. The devs can't satisfy everyone every Issue. -
Quote:Except the alternative isn't even attempting to be reasonable. Right now, with the Weekly Strike Target and just the Alpha, a Raid happy player can unlock the Very Rare in three weeks, I think. (Three runs for the Notices of the Well, and all the other Task Forces and Ship Raids will almost certainly give you enough shards and components to finish it.) I've been playing my level 50 solo about as much as ever, and I've gotten five shards in the last MONTH solo. At that rate, it'll take me over a year to do what they're allowing Raid players to do in less than a month. That's not a "solo option," that's an insult. It would be better for everyone if they weren't even pretending to allow solo players to participate - at least then there wouldn't be any way to argue about it.Since I've been back I've noticed that people are getting awfully antagonistic on these boards.
The point, I believe, is that if you want access to X thing then you have to do Y thing. That's pretty much standard across all games ever. If you don't want to do Y thing then, unlike most games, CoX gives you the option of doing Z thing as an alternative, it's just more long winded than Y thing because they'd like you play the content they've added rather than buy/farm your way around it.
That's not saying "shut up and run the raids", it's saying that if you don't like the conversion rates to get all the Incarnate stuff then you either need to run the raids or not have the Incarnate stuff and vice versa.
I don't really think it's unreasonable for the Devs to make you do things to get stuff.
I don't WANT to run the Task Force missions. I DO NOT LIKE THEM. It's not a question of not having time, or being unable to find a team. I don't enjoy them. At all. And yet if I want to make my character stronger, to progress in power or storyline, I'm being FORCED to do something I specifically don't enjoy. Because the "solo alternative" will take so long it's not even a realistic consideration. And that's *before* they add four more slots, which apparently use an entirely different form of currency, AND a "special" XP that *ONLY* drops naturally from the new Raids.
Really, and this point I'd rather the devs had just said flat out that solo players can't participate. It's what they're implementing anyway. And for the record, I played that big MMO that *does* lock solo players out. Want to guess why I quit and came here? Because, at the time, this game *didn't* do that. Now I'm starting to think that NCSoft doesn't want me here anymore, either. Because they certainly aren't giving me any new reasons to stay. -
Quote:No, they get it. They know exactly which slots are being discussed. Their point, such as it is, amounts to "just shut up and run the raids. Problem solved." The fact that some people don't *want* to run them because they can't, or simply don't enjoy that kind of gameplay at all, is what is getting ignored.And for who can't bother to actually read the posts they're replying to, we're not talking about the Alpha Slot.
We're talking about Judgement, Lore, Interface, Destiny. You know, the not-Alpha incarnate slots. That use Incarnate Threads to create components.
Pay attention.
While you're correct it only takes 56 shards to create a Very Rare plus four Notices of the Well, you're *missing the point*.
It takes 3200 Incarnate Shards to make 96 Incarnate Threads to make one Very Rare for a not-the-Alpha-slot Incarnate ability.
But whatever. My current subscription ends just around June, I think. If the devs want me to continue giving them money, they need to come up with something more compelling than Issue 20. -
I think a dev actually mentioned this recently. There's some kind of zone-wide AoE in Ouroboros. It's harmless, it does something that it needs to do, but it also triggers the "there is a hostile NPC aiming a gun at your head" code. So the engine treats it as though you're in combat, and you can't switch the Incarnate Boosts in combat. It's a known issue. The only current workaround is to just zone to somewhere else - the effect is specific to Ouroboros.
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And yes, I'm aware that "you can craft threads and notices with shards." But it already takes hundreds of shards to complete the Alpha. If that conversion rate is right for threads, it will take thousands of them to complete enough thread based components to get to the very rare in trees that use them. So yes, it's technically possible to solo it. It's also technically possible to get from Florida to Hong Kong without using motorized transportation. Realistically, most people aren't going to do it. They'll use the faster option, or they won't try it at all.
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Quote:And there we go. Precisely what I was expecting. Further Incarnate progress locked behind an Incarnate Trial, and only achievable via forced teaming. Raid grind, here we go. And I won't be surprised if any costume parts they do add turn out to be rewards for finishing the trial, like the Roman parts and the ITF.From our friendly EU players: http://boards.cityofheroes.com/showp...99&postcount=2
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Originally Posted by Master Zaprobo
Quick Notes...
Devs are here playing along side us (and giving out codes)
The Lambda Trial looks great - and rewards are turned on
Incarnate Shards are not used for the Judgement Slot - Incarnate Threads are
Incarnate Slots are opened by being in the Trial and earning "Incarnate XP" - the Judgement slot has it's own little XP bar
Alpha, Judgement, Lore, Destiny and Interface are all visible on this build
Conversion from Shards to Threads is available, but the rates are awful (I was able to convert 100 shards to get 20 or 30 (I forget right now) Threads - enough for one component)
I have screenies, but more once I finish testing (just had a CTD hence this quick post) -
If I wasn't interested in getting the Vanguard pack, this would actually be the first time I've considered allowing my subscription to lapse. Based on the information given, this issue contains *NOTHING* to interest me. No new powers, no new costumes. Just additions and upgrades to features I don't use, or that I actively dislike. Of course, that's pretty much exactly what I expected. I'm assuming that it'll probably be Issue 22 or 23 at this point before they bother to include anything I'd care about.
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There was a bug a few issues ago that caused the purple pet IOs to not work for any pets that weren't level fifty. However, when that bug was around, I believe that you couldn't even slot the set. At the moment, I have the Soulbound set slotted on my zombies. I'm pretty sure that the enhancement component is working, and I assume that the proc fires occasionally. (I've never actually bothered to check, to be honest.)
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Quote:I don't have to. I'm the one who is stating that mutants SHOULD NOT be more vulnerable to a given kind of a attack *just* because they're mutants. You claim they should be. So, prove to me how Wolverine could be disabled more effectively by lifting him off the ground with magic instead of a force beam or telekinesis. My point was that Wolverine would be completely neutralized if he's stuck in midair, where Cyclops might only be inconvenienced and Nightcrawler would simply escape. It's the effect (lifting him off the ground so that he can't fight) that disables him, not the power source. He's vulnerable to it because of his specific fighting style, not because he's a mutant.Ya, it's certainly complicated but only because origins aren't straight forward. Is it pointless? That's your opinion, really.
And you haven't made any decent point yet regarding the applicability of anything fitting any AT or any powerset.
You are claiming that adding an extra word to the description of a power should somehow make it stronger against a given target. You want to claim that "divine" magic is somehow stronger against Rikti. Now you have to define, and therefore LIMIT, what "divine" means. You are proposing a system that would effectively REDUCE customization, not increase it. Because for a given AT, or powerset, or enemy, there would be a "best" Origin. People would have to care about Origin, especially in the endgame, for the same reason that some players care a great deal that you chose to skip Hasten on a given character. They don't CARE what your backstory is, or your origin, or your history. They care that Mids shows that if you add Hasten to *this* build, it'll improve your DPS by five percent. And they will kick you for being stupid and not having it, because you're "holding back" the team.
In the end though, the devs have already implemented their "vision" of the correct solution to the "origin" problem. Origin is a fluff stat that players can choose to base their character backstory around. And one that has no game mechanics at all. Because if I want to make a vampire themed character, I should be free to choose ANY origin at all, without having to worry that I'll be crippling my character against enemy X or in one Task Force or another. And let's be clear - if the Origin Boost you want isn't large enough that it's clearly "Best" in a given situation or for a given AT, then we're right back at the start and it can be safely ignored. -
So, based on your examples, you're proposing a pointlessly complicated system where some people are at an extra disadvantage against certain NPCs, based on a throwaway stat that, as I have *repeatedly* pointed out now, can be made to fit nearly any character of any AT and any powerset.
And your "counter" to my example pretty much proves my point. Wolverine is specifically vulnerable to direct telekinesis. None of the X Men I mentioned has any specific resistance to the physical effects that telekinesis can be used to generate. You say Rikti should be vulnerable to babble babble magic. But really, their technology protects them just fine against magic if it's used to power and direct physics. So, if I use magic to generate and direct a lightning bolt, why should Rikti be more vulnerable to that than if the effect was produced by a mutant, or a suit of power armor? Their shield is still dealing with a massive burst of directed energy in any case. Ditto for my own example of the steampunk robots: Why would Rikti take extra damage from them, when the robots themselves are actually *directly* comparable to Rikti technology?
In the fluff lore, Rikti failed to notice the magical invisibility field because it was a kind of energy they didn't recognize, and weren't familiar with. It was, for all intents and purposes, a technology they hadn't encountered before, and they didn't know they should even be watching for it. Now that it's not a complete surprise, the advantage is largely neutralized. They've updated their scanners, or invented new ones. Now, magical stealth isn't any more effective against Rikti than any other kind.
From my point of view, you are arguing for a system that will add NOTHING to many characters, and will actually harm some. In exchange for making the entire game far more complicated. And you want this to match *your* specific vision of what each Origin is, and should mean. Guess what? I don't share your vision of each Origin. And I doubt most people share my vision of them. In my opinion, the Origins are already exactly what they should be: a flexible, and totally optional way to add a bit of creative flair to some characters. -
And as for the idea of "mutant-ish" vulnerabilities, what, exactly, should an "average" mutant be vulnerable to? Wolverine is really only kind of vulnerable to telekinesis, since he can't fly. (He can't rip your guts out if he can't reach you.) Most people in that setting are vulnerable to telepathic attacks, so those don't count. However, telekinesis only works against Wolverine. It's much less effective against Cyclops, because he can zap you as long as he can see you. And it does zilch to Nightcrawler, because he can just teleport away. There have been a few issues where some villain or other has created some Unobtanium device that specifically targets the X Gene, but that's a story gimmick. And even then, it's turned out to also work on other origins (like Spiderman, since for a while he was a science-induced mutation) or it doesn't affect some of the intended targets. (Natural resistance, or "whoops, by human standards he's a mutant, but his dad's a space pirate, so it doesn't work on him.")
And that's not counting the weird fringe cases. I have a Mastermind that is Technology Robotics/Traps, because those best fit the character I wanted to make. If I could *totally* customize everything, the robots would actually be magically based steampunk. IE, if you damaged one badly enough, the furnace that powers it would start leaking chaos magic instead of radiation. The magic powers a totally physical construct though: a charm that nullifies magical effects wouldn't be able to stop it from simply punching you in the head. -
Aside from Kheldians, there is no "game lore" for any of the origins having special weaknesses. At all. The Rikti aren't especially vulnerable to magic because they're Science, they're vulnerable to it because they don't *understand* it. The Rikti are familiar with directed energy weapons and explosives. Magic can take them by surprise because they're totally unfamiliar with the rules behind it. It doesn't show up on their scanners, and their dampening field generators can't disable it. Yet. On the other hand, Rikti don't understand magic because on their own world, they COMPLETELY DESTROYED IT. Part of their current plan is to figure out the rules behind Primal Earth's magic, so that they can do so again.
And even then, Rikti are a special case. Crey are just as Science, and they not only *aren't* vulnerable to magic, they actively try to incorporate it into their evil plans. The Circle of Thorns are Magic, but they aren't especially vulnerable to the science attacks of the Rikti, or much of anyone else.
And then there's Hamidon and the Devouring Earth. I'm not even sure what Origin Hamidon itself would be, since, if I understand the backstory, the Hamidon is what's left of a mad scientist who used magically enhanced technology to mutate himself into a naturally god-like being. Who uses psychically enhanced bacteria to mutate other humans into his willing slaves. Who often launch science based terror strikes against anyone they don't like. (IE, synthetic mutagens, chemical mind control, and bog-standard bombs when they've really gotten impatient.)
My point is, that even in comics, having a hero be weak against a specific origin is a specific flaw to that one character. Superman is vulnerable to Magic, but he's also vulnerable to science (red sunlight, kryptonite, and massive jolts of electricity in some versions.) Wonder Woman is *NOT* vulnerable to science. If anything, she's vulnerable to Magic, her own origin. Batman isn't particularly invulnerable to anything, outside of his Standard Script Immunity to actually losing a fight. Spiderman has super strength, but is actually pretty vulnerable to any form of attack that can actually hit him - his enemies tend to focus on AoE energy attacks because they're hard to dodge, not because of any special weakness. The Fantastic Four are classic Science origin, and their main foe, Dr Doom, is largely a Science and Technolgy villain. (Although he's not above using magic if the opportunity presents itself.)
The concept of one origin being automatically stronger or weaker against another is flawed. It's not supported by comics or even fiction as a whole. In fact, the only place where I've consistently seen that kind of "rock paper scissors" mechanic is Pokemon. And even then, specific Pokemon are *designed* to be exceptions to their own rules. -
Quote:Only if I decide that's part of their character. Just like I can make any origin work for a vampire, I can think of reasons why almost any set of powers and weaknesses could apply as well. Again, it's strictly an RP factor. And I would object *strongly* to every character being given, essentially, their own form of Kryptonite. What was Batman's weakness again? Oh, yes, he chooses not to use guns on living people. How about Wolverine, what was his fatal flaw? Right, he doesn't have one.Good. I always thought having a different origin should matter in those cases since your natural vampire would likely be very different from the living undead or the science created vampire. They're so different, wouldn't expect your Castlevania-esque sorcerer-type Dracula vamp having the same parasitic bio-enhanced super-soldier vampyri qualities, would you?
Spiderman's only real weakness is that the writers love to mess with him, and have a nasty habit of undoing anything that could lead to a "Happily Ever After" for Peter Parker. Their favorite is that many of his villains started out as his friends, or end up killing people he cares about. As a character, he doesn't need a special weakness to Magic, for example, because he's not immune to much anything else either. A mook with a machine gun is actually a threat to Spiderman.
For Superman, they had to decide that magic was a special exception to his invulnerability, because the audience looses interest if *nothing* can threaten the hero. I'd also note that for the animated version at least, that two of his major enemies are both probably Science origin. Parasite and Livewire. For that storyline, the writers decided that Superman is also vulnerable to electricity, at least the the extent that Livewire can actually hurt him and even stun him unconscious. I could also make the case that Livewire could be either Mutant or Natural, as well. And *her* major weaknesses are her own massive ego and that water catastrophically short circuits her powers.
*Lots* of supers don't have any special weakness. You only need to add an exception if the hero is overpowered to begin with, as with Superman. In CoH, they added Void Hunters as the Kheldian Kryptonite. And later greatly weakened them once it became apparent that Khelds are basically "balanced enough" without needing a foe that has the ability to auto-kill them whenever it turns up. By the time the got around to VEATs, it was clear that VEAT kryptonite was A) not necessary, and B) wildly unpopular with players. Which is at least part of why VEATs don't *have* a Kryptonite. -
Quote:Why should it? If you aren't roleplaying, the origin is a totally arbitrary point on your character sheet. Like specifying in you bio that you have green eyes. Plus, it doesn't really map very well to some concepts. For example, some people make vampires, and declare them Magic origin. If I made a vampire or demon, I'd call them Natural - whatever powers they have are as likely to be a natural feature for their race as learned skills. The 5th Column vampires are pretty likely to be Science origin. I know of at least one variation on the Living Vampire from the Spiderman comics that strongly suggested he was either a flat out mutant, or a science induced/accelerated mutant like Beast. And I can think of at least three decent backstories that would allow for Technological origin vampires. For example, a suit of power armor that depends on technology stolen or copied from the Nictus, that either allows the wearer to drain the life force of others, or actually even requires it to function.
And they should. I mean, they SHOULD be a major choice with effects to your character's story and development.
Quote:Option #1: ORIGIN SPECIFIC CONTACTS
In comics, a hero's origin also often is directly linked to their greatest arch nemesis, as well. It usually opens them up to the conflict and storyline that defines them, forcing them to improve their powers and skills over time.
Quote:OPTION 2: ORIGIN LINKED ZONE EVENTS
Quote:OPTION 3: SPECIAL ORIGIN ENHANCEMENTS:
Quote:OPTION 4: TEMP POWERS:
Quote:OPTION 5: UNLOCKABLE COSTUME PIECES/WEAPONS
In fact, there is a recent game that actually does tie specific looks to a specific origin, and it frustrates a lot more people than it pleases. See, other than a few specific (and fairly obvious) costumes, the game doesn't tell you in advance which set is tied to which origin. And if you had a specific theme in mind and discover that the parts you want are in a different origin? Delete and reroll, cause you can't get there from here. And that's not even addressing the fact that some people would like to be able to mix and match the looks from different costumes, and can't. Because they're tied to specific origins. -
Part of the trouble is that many of the buffing classes are balanced around the fact that they can't currently target themselves. If the buffs were made AoE (and even if they were made more expensive, like the henchmen upgrades) there's a very good chance that they'd end up having to be weakened as well. Because an AoE Fire Shield would hit the caster, as well. I don't think the tech currently exists for single cast AoE powers to allow them to either change cost as they hit more targets, or to prevent them from "splashing" back onto the caster. (There are a few toggle powers that do scale based on the number of targets. But I'm pretty sure that basically no one wants shield powers to work that way - think of what would happen in a Rikti Ship Raid, or even just a team with more than one or two Masterminds.)
As far as the pets, I'm not certain if it's a deliberate balancing issue, or simply a limitation of the AI in this game. Controllers and Dominators have pets that basically attack everything in sight, rather than focusing on their owners' targets. All the temporary pets that I know of work the same way, acting just like a henchman set to Aggressive. It's possible that the kind of "assist" attacks that you're describing just aren't possible with the AI scripting that this game uses.
Again though, Masterminds are balanced around the current AI. You can use Bodyguard mode, and effectively treat your pets as extensions of your own health pool. Or you can call out targets for them, at the risk of losing part of your own defensive capability if something attacks you. If the devs added the sort of Assist AI that you're describing, they might feel that they needed to rebalance pets at the same time. Most of those other games either only allow each player to have one pet at a time, or the pets are fairly fragile.