SilentMethod

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  1. MA should win that, with way more overall damage...

    Regardless, I don't think S/L really needs revisited. Most shields that resist one resist the other... =\
  2. More kills means you're better and obviously did way more damage than anyone else. Thus empaths suck.

    >.>
  3. [ QUOTE ]
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    Wow, even more gross exaggeration of how much people hate this change. I'll say it again, the people who have generally been posting in this thread do not represent the player base.


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    Obviously they do or else the devs wouldn't have been working on a change that is now on the test server.

    Task Force Fixes

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    Yes, QFT.
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    The only redname response I seemed to hear about was on a completely different thread. So yeah I agree that its not good that nothing is being really addressed here. But for the majority of the posters here this change is definitly on the same lines as ED.

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    And we all see how devastated City of Heroes was after Enhancement Diversification, right? With the massive drop in subscriptions? Oh wait, that's right, the game is as popular as it has ever been, with servers even shutting down during an event due to the server-wide population cap being reached!

    "The sky is falling, the sky is falling!" Um, no, it's not, and it wasn't then, either.

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    Pssst, ED discussion and relevant arguments are that way ------>. This thread's about TF changes.

    Your argument about "not large amounts of paying customers" is as valid or invalid as mine is. Neither of us has any true data (nor could any such data accurately be obtained on this issue), but since you like basing broad, sweeping assumptions on only the experiences you've had (like saying "I've had great TF runs since this change, so clearly it's working great!"), allow me to share my experiences; virtually everyone I regularly talk to in-game opposes the original change in some form, with the addition of some people I don't regularly talk to but instead see them voice their opinion on chat channels. Based on my experiences both there and on the forums, a huge proportion of customers oppose the original change. So yeah, neither of us has any data, and I could be wrong about a large population of customers actually opposing it, but I'm no more or less wrong than you are, so stop acting like it.

    In other news related to not bashing this thread's favorite "play as I want you to " troll, this thread's now more or less obsoleted by the step in the right direction the devs have taken (see relevant patch change in Test server section). While it's not the best thing they could've done, it's definitely the lesser of two evils and a sign that they're still listening to the playerbase -- which, apparently had significant enough opposition to the original change that the devs decided to scale this back a good bit -- so, in that sense, props and thanks to the devs for listening.
  5. My two cents:

    Obviously this is a middle ground between "how it used to be" and "how it is now on Live." Despite a substantial amount of rational arguments in favor of scrapping the change altogether and reverting back to the old system, the rednames seem adamant on shaking things up for god knows what reason, and this seems like the lesser of two evils (and probably "the best" we're going to get). On the bright side, I also don't have to eat my words for the 1000 or so times I've told people over the past week that eventually "what's on Live" would be rolled back at least to some extent, in the face of some extremely negative reaction from the playerbase (though of course, some people supported that initial change, but every change has its share of supporters). Thank you for listening to the players, even if this doesn't completely scale back the changes to "how it used to be."

    It is in that sense that I like this change, at least by comparison to what's on Live. Is there an ETA for how long it will take to test this feature and patch it over to Live servers?

    One side note -- I'm not sure of the intention of both the original change to TFs and this one, but if it's to hurt farmers (who by and large are farming influence, ultra rare drops and salvage far more than they're running TFs), this change still fails to some extent, by comparison to "how it used to be." Granted, a solo farmer would need 5 teammates to stay onboard, but now virtually any TF mission can be permanently spawned for the magic solo-farming number of 6, provided that 5 teamamtes (fellow farmers playing on rarely-played toons?) keep a toon on the TF team, including but not limited to STF missions chock full of Lv52s dropping magic salvage and ultra rares.
  6. Gonna have to agree. The nonresponse on behalf of the rednames to this issue and the concerns raised by the playerbase has been by far the most aggravating aspect of CoX for me lately. And that's above and beyond the toggle bug and incoming-attack-stacking bug. At least those have been acknowledged. The discussion here seems to have fallen on deaf ears, and there's nothing more frustrating than that feeling for a large number of paying customers.
  7. [ QUOTE ]
    Hai silent

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    Hai again!
  8. Correct me if I'm wrong, but I think you're supposed to sign up your own team (you can be captain if you so desire), which you make on your own. No team assignment here.
  9. [ QUOTE ]
    hai silent

    [/ QUOTE ]

    Hai!
  10. [ QUOTE ]
    no ur chest is to hairy

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    no u

    Also hi5 to Ego
  11. /t @Doom-, hi im a catgirl from ---------->virtue invite pls
  12. [ QUOTE ]
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    Before the Intro to Vanguard patch, Freedom was sending some players to Ouroboros 3.

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    During the last day of the double xp weekend, Triumph was getting RWZ3, and I was crashing zoning to either Ouroboros or the RWZ.

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    Right. Which is precisely why that arc was patched. Notice: the devs didn't remove talk-to-contact mission bonuses from all Ouroboros arcs -- just the problematic arc, the same way they shouldn't make sweeping changes to all Task Forces simply because soft-spawning to Cap SFs and the STF/RSF are having debatably undesirable consequences.
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    There is no particularly "right" way to play, but there sure as hell are wrong ways to play.

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    In your own subjective opinion, which the devs have no obligation to cater to.

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    I don't know what else can be done to convince you.

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    Right, 'cause I'm going to be convinced that restrictive gameplay is the way to go. Clearly you understand Task Forces better than the rest of us, and we should all just man up and be true heroes.

    No, there shouldn't be "free Lv50s and free influence." This isn't about letting players do whatever the hell they want, it's about letting players do whatever the hell they want provided it's not intensely disruptive to gameplay as usual. Before the Katie patch, yeah, you could find Croatoa with hundreds of players. Before the Intro to Vanguard patch, Freedom was sending some players to Ouroboros 3. That's a pretty significant part of the gaming population consumed by a fast farm, and I can understand the devs wanting to change that. However, such was not the case with, say, the Task Force Commander TFs or the Shadow Shard TFs. They weren't causing any problems or disruption to business as usual, unless you're just bitter that "wahhh, so and so just duo'd the Positron TF in half the time that it took my 6-player team," in which case I'd recommend (cough) manning up and being a true hero.
  14. The system of "exploits" you are describing is one that, on hero side, has become much rarer, setting aside things like well-coordinated speEden trials. The reason? They patched Katie TFs. There isn't mass-farmage of any one TF hero-side, at least not to the point of completely consuming all players' gameplay like quick Katie TFs did. That solution dealt with the issue at hand, and though a lot of us reacted in the first 5-10 minutes with "omg I want my fast recipes QQ," we were quick to accept it because it was obviously disrupting gameplay on a large scale, and the fix for it was non-intrusive to other TFs.

    I can assure you that "farming TFs" is evaluated more on absolute criteria than comparative criteria. The vast majority of people won't just move to the next fastest TF if that next TF still takes (for instance) at least 40 minutes to complete. That is, unless you're disagreeing with me and saying that hero-side TF "farming" hasn't diminished overall since Katie TFs were patched, in which case I'm afraid you're mistaken.

    Anyhow, the point isn't some crusade for "sticking it to farmers" (which this patch clearly does not do, for many reasons I've listed before, not that "sticking it to farmers" should be an important effect anyway IMO) and it isn't a crusade for "play TFs the way me and my SG have always played them, aka the real way by our definition!!" The catalysts for this patch were the soft-spawning of Cap SFs and the STF/RSF. The appropriate fix for that is examining each TF individually to create a specific solution to the "problem," as opposed to wreaking havoc to the entire Task Force system.
  15. Or, what if they individually examine the Task Forces they're having issues with (as was done with Katie TFs), and try not to let other Task Forces get caught in the crossfire?

    EDIT: In a few words, "fix what's causing problems." Shocking suggestion, I'm sure.
  16. [ QUOTE ]
    the more you come off sounding like you're just bitter

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    Kind of like the "play my way, aka the right / real / intended way!" people before this patch went live.

    Nothing's restricting you from running your 8-man or 6-man or 6-dropped-down-to-4-man Positrons. Feel free to global ignore and shun anyone who claims they'd prefer to solo/duo it because they're "not playing the right way" in your own opinion. But unless you speak on behalf of the devs, your opinion doesn't necessarily convey the true, intended way of playing.

    Not to mention, the issue at hand isn't the intended way to run Task Forces; the general consensus is that the concern is over Cap SFs and soft-spawning the STF/RSF. This is analogous to the concern over Katie TFs a good while back. Individual examination and modification of the Katie TF proved to be a solution that most of us ultimately accepted. Why not do the same here? There's no call for enacting sweeping changes to every TF. Clearly, things like the Positron TF and Quarterfield TF and most other TFs were not causing the issues that led to this patch, so there's no reason to catch them in the crossfire.
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    Havent read through the whole thread yet, but the two things that need to get changed before anything else is the toggle animation bug and the harmful icon bug. Theyre both really lame, and need to get fixed soon.

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    QFT. Toggle bug's been around for months, and the patch that fixed the all-toggle-and-some-buff-icon bug introduced the "incoming attack" icon bug. I recall not being the only one to report this both in-game and on the forums on the first night it appeared on Test... only to see it copied over to Live about a week later.
  18. [ QUOTE ]
    This change will not affect the "masses of customers" at all.

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    It still affects more players compared to the previous setup, which didn't restrict Task Force gameplay at all.