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Posts
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Ok, question #2.
If I have SG mode on (over level 29) AND I have no xp, double INF on, do I:
1) Get 100% INF (50%x2)
2) Get 150% INF (100%x2-50%)
3) Something else?
I'm assuming #1, but I haven't actually tested this since I don't pay attention to INF anyway. -
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Quote:Ok, thanks. So basically if you are a free player, there is no downside, since INF is pretty worthless unless you are on the auctin house.Back in the day, if you ran in Supergroup mode, you used to get no infamy at the higher levels. But that was changed some over time, so the lowest penalty you get is 50%
http://paragonwiki.com/wiki/Prestige -
Quote:1) I know villains weren't originally in the game. I didn't play even when they were. I just picked up the game 2 weeks ago. I just came in remembering there was a big villains release, and had the expectations that heroes and villains would actually compete with each other, not just be two separate areas, and then combine up for big missions.There are a number of problems with what you want.
1) When the game and PvP were originally designed....there were no villains yet. There were no player controlled villains to fight until Issue 6.
2) Given this playerbase's general attitude toward PvP, if the game had forced them into it by making it an inescapable part of the PvE game....well, to put it bluntly, this game would have gone under years ago.
3) When the game was originally designed, the devs put no thought into how player character powers would function on other player characters, probably because they didn't realize the players would even WANT PvP.
As an example: Telekinesis, a Mind Control power, is a toggle hold. If you stacked enough holds on a melee character to break through their protection and slapped Telekinesis on them, they were held for as long as your endurance held out. You could do that and then Brawl them to death and there was nothing they could do about it unless they happened to have 2 or 3 Breakfrees on them (which most melee characters did not).
2nd example: When Villains were introduced, the Stalker AT was capable of being completely invisible, and able to one-shot anything but a Scrapper or Tank out of the hero ATs. Literally, one shot kills coming from enemies you could not see coming.
Balance problems like those 2 led to a lot of changes to the entire game, until they separated PvE and PvP in order to stop nerfing PvE powers because they were broken in PvP.
In order for the game to have what you would like, it would have to be designed that way from the ground up. If you changed it into that at this point in the game's life and forced people to PvP as part of a regular mission or task force, I would wager that the game would steadily bleed players until it got shut down a short time later.
2) Doesn't need to be inescapable. Noboday has to fight giant octopuses or burning buildings either. I'm simply saying it would have been nice to have some options that were available out there. Have villains actually trigger events that set off alarms for heroes to react to. I'm not a fan of high level Pvp zones, but I would love to see missions that were set up to encourage PPV encounters within the city for those players who are interested. Doesn't even need to be a fight. Have actions by villains affect heroes and open events, and vice versa.
3) I realize PvP was a complete afterthought, and balance has never been there. Doesn't mean I'm just accepting of it. I'm very disappointed in this part of the implementation of the game, even as someone who just started. -
I know you have the ability to turn on and off supergroup mode. While in supergroup mode, your supergroup gets prestige. But what is the downside? Is there a reason to ever turn supergroup mode back off?
Before, I thought it would be to get the symbol and colors off, but you can fix that in your settings anyway. So outside changing your costume, what's the downside to SG mode? -
First, I'll let you know I'm new. (2 weeks now with the game.) Second, I recently started another thread in this forum about PvP, looking for what opportunities were out there, because I feel it should be part of the experience in this game.
Now, with that little bit of history out of the way, I'll let you know why I WON'T be getting into PvP.
I really don't like how what little PvP is in the game was implemented. Lets get away from the wonky mechanics where everything works one way in PvE and another in PvP. My issue is that I was looking for a heroes vs villains experience. I don't want arena battles. That's not what being a superhero is about. PvP zones are a little better, but it still really isn't what I was looking for. I wanted to see villains launch schemes, and heroes go to stop them. Have a villain team rob a bank. Have heroes get in their way and try to send them off to jail. Have villains break into the prison to release criminals en-mass. Have heroes go to stop the plot.
I wanted heroes vs villains, but that doesn't seem to be, or ever have been a goal of this game. It's a missed opportunity in my book, but one it seems the game just wasn't designed to support at all. I wanted PvP to be part of accomplishing other goals, not the goal itself. In the history of the game, base raids sound like the best that there was to offer, but of course that wasn't pitting heroes vs villains either, but instead being a free for all based on personal greed, even for the heroes, so it missed the mark too in my book.
The fact I've seen so many opportunities to team up with villains of the past couple weeks, and no way to try and stop their schemes was a huge disappointment for me. My expectations where just very different.
I don't like that PvP seems built for endgame. I think there should have been level 5, 10, 15, 20...etc missions with chances for PvP between heroes and villains. As it is, it sounds like people built for PvP just go stomp on everyone willing to step foot in a PvP zone. That doesn't sound fun at all.
What I'd really like is some server changing plotpoint building up to a set of limited time hero vs villain missions. Have the villains go try to blow up Terra Volta instead of NPC sky raiders. A hero-villain battle is scheduled for a certain time, and it could decide the fate of the zone where either Terra Volta is destroyed, or continues to exist. -
Quote:I guess how far into premium do you need to go for the auction house? Guess I have to look up what the investment required would be to get a permanent auction license. When you are saying cheaper do you mean, closer to 1M, 10M, 100M, 1B? I guess cheap is relative when you are new.As a completely free player you might find it a bit hard to get them, without the ability to trade or use the auctionhouse. Once you get them they work fine though. If another character sends one to you as a gift through e-mail, for example. I have not tested, but enhancement tables in a base might also work since issue 23. And of course personally attending all the Liberty/Recluse taskforces and Hami raids you can.
If you are premium with auctionhouse access it is a lot easier. Damage/range are often cheaper than plain level 50 damage SO:s, and acc/mez and damage/mez are usually also reasonably priced.
Attending taskforces is how I was planning on getting some. I just use single origin IO's right now accross the board, and I'm not 50 at this point (and even have xp off much of the time) so I was just planning ahead. -
Are Hamidon Origin Enhancement obtainable and usable by free players?
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Quote:If you had an aura up (like Sonic Dispersion or leadership powers) would that only effect other phased heroes, or would it affect non-phased heroes?Hamidon can hit phased players. In PVP, phased players can hit each other, but you can't attack phased targets while phased in regular PVE content. You can turn on any other powers when phased, except the Kheldian phase powers; those exclude any Flight powers for Peacebringers, and Jump powers for Warshades.
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Quote:Not a bad thing, but the reason I use SS + a Stealth IO placed into Sprint instead is that if you ever want SS WITHOUT the extra stealth levels, you can't get it if the situation calls for it.
Since this is related to the power pool - Is there anything that can hit you through being Phased? Can you have any other powers up with Phasing (like a travel power?) -
This is actually one of the bigger disappointments I have about what little PvP is out there. In my mind, PvP should be another part of developing a character, not the goal of the "end game". I'd prefer to see missions under level 20 that pitted heroes vs villains. PvP shouldn't be something you advance your character through the game and just do it so you have something to do when you can't advance any more. I think big opportunities are being missed. I'd like to see bank robberies and jewelry heists, and lab thefts where villains break in to steal things, an alarm goes up, and heroes have to react in time to stop them. Big rewards for villains for taking the risks (perhaps with bigger rewards if someone tries to stop them than if they were done with a dead server.) I'd see taking down living thinking villains as much more heroic than taking down the same PvE villains everyone else has taken down thousands of times.
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Quote:That part seems to be working then. The mentor project thread might need some updating though. I was trying to get into mentor channels my first couple days before flooding the help channels with all my newbie questions.The "Mentor" Project was created in March 2010 (waaay before CoH: Freedom and free players) as a player-led initiative to help new players.
At that time, every player was a paying customer and everyone had access to all the Global Channels, so everyone could access the Project's Global Channel ("N P C").
Since CoH: Freedom, the "official" help channel is, well, the Help Channel. -
The irony of the mentor project is that mentor channels can't be accessed by free players who are coming in and checking out the game. Until you spend money on the game, you can't be mentored through the system that has been set up.
Fortunately, I found a few people who were helpful in the help channel to educate me on a number of things. I'm sure I'll have many more noob questions though. -
Quote:I'm definately not a straight out PvPer. I don't like PvP games just to PvP. I do believe that PvP options add new challenges to a game that PvE can't. With that said, I'm not a fan of arenas, or that kind of PvP. I would much prefer to see a couple of missions created where a team of heroes compete against a team of villains that a mission where you just step in a room and mash buttons to kill each other. I find those kind of missions to remain a challenge longer, due to unpredictability. Once you learn the "trick" of a PvE mission, it will never be the same.To the OP - if you are simply looking for a pvp mmo....this game is probably not for you. Yes there is pvp in CoH, but it is not; nor has it ever been, a central focus of the game. This is not to say you couldn't join one of the many SGs that pvps a lot and enjoy this game for years. My adivce is to play for free...get to know some people... look into joining a solid SG that does pvp and go from there
What I'm looking at is interactions more than anything. Most teams I've done missions with might as well have been bots. They don't speak, except for some OOC team chat instructions. They already have the missions memorized, and everyone runs from one fight to the next, racing through the mission at max speed.
Some places where you can get interaction to make things less 2 dimensional:
Roleplaying:
I'm sure there is some characters with a lot of story behind them, but you'd never know it from anything I've seen. They are a costume and a collection of powers. There are no personalities. Any history is just a character you can right click to read...it has no impact on how the character is played. Instead of deep well thought out characters, success seems to be measured in how many level 50's someone has.
PvP Challenges:
As I said above, this doesn't have to be combat, although the fact that there is no threat of combat makes me wonder why villains were even introduced to City of Heroes. I'd love to see missions where players can work against each other, since the challenge is different when you get different players against you. ...And no, costume contests are not what I'm looking for in Player vs Player challenges, although that seems to be how people compete.
Player vs GM Challenges:
Whether it's a GM spawning different villains, possessing them to add in some unexpected snazzy dialogue, complete custom missions run on the fly, or even whole campaigns architected by one or more GM's, having GM's change things up adds a lot of the element of the unexpected, and creates unique storylines. Saying "I did the positron quests" means nothing. Everyone does that. It is just an expected part of every single hero (or at least those who know more than DFB.) However, if you had a story of "One time, Positron personally led us to break up a circle of thorns ritual where they were summoning a giant demonic octopus!" Now you have a story that is specific to your character, and not all your characters, and gives something to talk about with others. Who knows, it might even encourage roleplaying.
Overall I think it comes from me having an RPG background and not an MMO background, so my expectations of what makes things fun long term are probably just different than the long time veterans here. Not saying that it isn't fun for a lot of people. I was just trying to find more out of it before committing to a longer term in the game. -
I think that right there tells me my long term prospects for this game. Pretty much confirms what the long game looked like to me.
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As a new player, I guess what I'm trying to figure out is, "once I've played through the story arcs once, then what?"
There is a lot of content, but it still seems that with everything being pvp and the actual people based challenges not being there (whether that is PvP, competitive type quests, or GM run events) it seems like you still reach an "end" where there isn't much new to do. -
So I see a theme here that most of the older content is bad, and newer content is good. Do older missions ever get "refreshed" to update them and put them more on the level of newer content? Seems that might be some low hanging fruit for developers.
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I've read a lot on the wiki and forums about base raids, and I somewhat regret missing that era of the game. Any chance of that ever coming back? Although I don't know how the execution was, in theory it sounded like one of the most interesting and challenging features of the game.
However, more than that, I wonder if features are ever discussed to actually pit villains vs heroes? For example, quests built around two teams competing for objectives where the villains need to do one thing, and the heroes another?
It just seems that the fact that there are both villain and hero paths is largely wasted due to the lack of competition between the two camps, and PvE seems like it would get old quickly even with the large amount of content. -
I'm wondering if different servers have different styles of play associated them. Basically, is there a stereotype of each server that could be used to differentiate them from other servers? Is there a right or wrong way to pick a server as a new player?
RP server? I've seen 2 servers now, and have yet to see anyone that plays in character. Everything is out of character communication.
PVP server? Is there a server more oriented towards heroes vs villains, or is everything just PvE?
Are there GM's who run events on some servers, or is everything just preprogrammed events?