Siolfir

Renowned
  • Posts

    2610
  • Joined

  1. Quote:
    Originally Posted by Arcanaville View Post
    Courtesy of Matt Miller's twitter: http://twitter.com/MMODesigner/statu...361857/photo/1

    (my hand was shaking more than I remember)
    Bah! I wasn't disputing that you had insider knowledge and logic usage, I was disputing that you were using it instead of pictures to say that defense uses the cur values. Knowledge and logic have no place on the internet!
  2. Quote:
    Originally Posted by Arcanaville View Post
    I have absolute confirmation Cur is used for most defense buffs: the dived data everyone who is capable of diving attribmod data can see, and I should point out that I did contract powers work for the dev team for I18, which should draw the logical conclusion there.
    Begone with your insider knowledge and logic! Pics or it didn't happen!
  3. Quote:
    Originally Posted by AngelicaVenger View Post
    Heh, you can't get rid of me that easily.
    Yeah. After all, it has a 10 second countdown!
  4. Quote:
    Originally Posted by Adeon Hawkwood View Post
    People want to make numbers bigger and fill up progress bars. The numbers and bars don't actually need to mean anything, people just like filling them up.

    A small example.
  5. I love the idea of selecting a "home" city and having it react to your history (as Steelclaw describes in his post), and think it would fit the model extremely well - the basic game would include a city and additional cities would be available for DLC or via mod tools that allowed you to control the layout from predefined pieces (so the clients would have local storage of the textures and models). You could travel to cities you owned, they'd be trusted or not the same way builds would be, and you could get your cities sold the same way the AE missions would be via the store.

    To be honest I've always been surprised that the MMO model didn't allow offline play when it first started, since network play games had been around for longer that provided the option for offline, cooperative, or competitive play. I guess it was just because they were modeled after MUDs originally instead of those other games.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Guild Wars 2 is even weirder than that. I allows you to have a non-unique account name BUT NOT a non-unique character name. That was the first sign I wouldn't like this game - a whole hour spent trying character names.

    Now, I know I've been on the other side of the fence in the past, saying you can always be creative and come up with something else. But apparently, there was next to nothing left to try. I tried Botis, the Midnight Club demon, I tried Sphyra, Brutticus, Xanta... All taken. I tried qqqq, taken. I tried qwerqwer, take. Forget "creative," I had to mash my keyboard for I think three attempts straight just to get a name through, and even then it was something like "sdflkasdjfhaldhjalsjkf." At least it proved the login server wasn't down and rejecting any name. Someone had actually taken every name I tried. I didn't get that in WoW or Lineage II, for crap's sake!

    So it got me wondering... Why give me a non-unique global name, but NOT attach my local character name to it? Elsewise, why not force me to have a unique global, but then let me have a non-unique character name with my global attached like Champions did. Why is global - that people will usually not see - more important than a character name? And how the fudge puppies were all the random key combos I tried taken?!?
    I agree that it's pretty stupid, but to hopefully answer the question about why the random character names were taken: I was informed (and never cared enough to personally verify) that the names used in Guild Wars were reserved in Guild Wars 2, so that people who were going from one game to the other could use the same names. If so, any gold farmers from Guild Wars could have the gibberish names already reserved for them when they move their business over.

    If that's not the case, oh well - it's not like spreading around unsubstantiated rumors is uncommon here.
  7. Quote:
    Originally Posted by Winterminal View Post
    Oh, most definitely. I agree, pressure should be maintained, but in my opinion we should think more in terms of population rather than intensity. By that I mean that we should take the amount of pressure we have now and spread it among as many people as possible, rather than starting for the torches and pitchforks.
    But the torches and pitchforks are so much more FUN!
  8. Quote:
    Originally Posted by Arcanaville View Post
    Now's the time to be better than average. Or if not that, at least more than average.
    So mean.
  9. Quote:
    Originally Posted by UberGuy View Post
    I'm not sure if they're the only ones. I used to have (and should still have in my book room, somewhere) a supplement that I think was for the Role Master game system. I remember listings of powers in it that were aligned by functional theme, such as translocaiton, summoning, energy emission, etc. Within each theme, they had names indicating their escalating scale of power. I would have to find the book to give specific examples, but think "Basic Energy Control", then "Advanced Energy Control" on up to "Ultimate Cosmic Energy Control". In retrospect, that kind of reminds me a bit of how Incarnate Powers are named within there tree here.

    Anyway, the reason this is relevant is that even though I never played that game system, and even though I have not looked at that book in probably at least 10 years, I remember the top scale of powers. If "Basic Translocation" was "instantly transport up to 100 pounds up to 100 yards to a destination you have seen before, "Ultimate Cosmic Translocation" was along the lines of "transport up to of 100,000,000 tons up to 2d100 light years to a destination you have only heard about".

    I'm not sure the scale growth of power would have been a straight line plotted on logarithmic scales.
    Tales From the Floating Vagabond.

    Where you can play an Irresistably Cute Fuzzy Thing with a Don't Point That At My Planet Gun.
  10. Quote:
    Originally Posted by Arcanaville View Post
    1961 posts is less than 26 posts a day.
    So is my average rate of posting.
  11. Quote:
    Originally Posted by Kosmos View Post
    Quote:
    Originally Posted by Ground_Fault View Post
    That is the one I added and I already had gr. My account is now VIP in the game but my characters are still locked as if it is a free account. It looks like customer service is only open a half day a week now so I sent a /petition, don't know if that will do any good. I am glad my main is an incarnate again.
    I had that happen with just one server (Pinnacle) in the past. However, I was at 0/16 on server slots used, so I was just able to click and unlock them all one at a time. It was a pain, and a waste of about 15 minutes as I waited for the unlocks to confirm, but that was all. Hopefully it's the same for you.
    Yeah, that's my expectation as to what's going on also. You should be able to unlock them, but once they're locked out for whatever reason they don't automagically unlock the first time when your status changes back and you have to reassign the server slots.
  12. Well, I thought it was fun to read.

    It also reminded me of some of the fun times I had in several global channels and/or teams, but I don't save the chat logs to bother posting.
  13. Quote:
    Originally Posted by Xzero45 View Post
    I don't know why you're trying to make it seem like my very general request in which nothing specific about the PvP changes was even mentioned is wrong, but okay. :\
    I wasn't trying to make it seem wrong, other than saying that "i13 PvP" was a laundry list of things rather than a single change or feature.

    Some of which I even think are positive.

    But mostly I was agreeing that it should not have been abandoned, that I preferred i12 PvP to i13 as they implemented it (because, well, I felt that they screwed up in how they went about making the changes), and then listed what I thought would have worked.

    A shorter summary of which was in the tl;dr summary at the top of my post. I wasn't trying to make you sound "wrong", and originally intended the post to be in support of what you were saying with an explanation as to why it wasn't the first single thing that came to mind.

    I just then started to ramble because I had two quotes and was basically saying "yeah, this!" And now I'm still rambling.
  14. Quote:
    Originally Posted by Hyperstrike View Post
    Gah! I've been caught on film! Or...whatever.
    They've stolen my soul!

    Cool! Now I can go into sales!

    Or law.
  15. Quote:
    Originally Posted by AngelicaVenger View Post
    Only 15 more posts should do it. Yay!!!
    Sadly, I have a few more posts than that to bump my own level.
  16. Quote:
    Originally Posted by Father Xmas View Post
    CoH's best year is comparable to Aion's worst quarter. Factor of 4 here.
    But a factor of 4 is only two bit shifts.

    And two bits is a quarter, which is 25 cents.

    So it's only 25 cents off!

    >.>

    <.<

    What?
  17. TL;DR version: not all of the i13 PvP changes were bad, but there were lots of them so I just picked one thing rather than a whole collection.


    Quote:
    Originally Posted by Xzero45 View Post
    I13's PvP changes. Or at the very least, I wish they would've continued with what they had planned instead of abandoning it and killing PvP outright.
    Well... yeah. But, as mentioned here:

    Quote:
    Originally Posted by Memphis_Bill View Post
    A lot of "nerfs," once you get some time away from them, you can point at and say "OK, sure, the game's better now, because we got to do this." ED and GDN? Well, we were supposed to get the SSOCS... we eventually got IOs, and yes, it was good.

    The PVP changes... I can't say that with. I used to love getting on groups in Siren's Call (especially) and BB - I found the lower level zones more fun, but Siren's was the better of the two, IMHO.

    Post-I13 - that zone was dead.

    Post-I13 to last week, I think I'd gotten into... perhaps 10? Fewer than 20 - and if I'm exaggerating (understating?) the numbers it's not intentional or by that many - fights. That in the same zones on the same servers that used to host full teams (plus overflow) going at it.

    The biggest problem with the changes, though, I think were how they were introduced. I don't mean the back and forth with the community vs rednames - I mean they threw a lot of changes in all at once, and really seemed to never look back or adjust much. It *should,* IMHO, have been an ongoing process - "OK, first we'll try this, does this take things the way we want to go, ok, then try this next" - instead of "ok, we're changing EVERYTHING!" It was the equivalent of, say, hearing a rattle in the car and taking it entirely apart, then - while standing in the middle of a bunch of body panels, random wires, interior bits, engine on a hoist, etc, asking if it still rattles.


    If that's too big of a leap, then yeah, the old Energy Transfer. If the speed was too fast, then make it take more of my HP or something in return for that "big hit." I liked that tradeoff, quite honestly.
    ... i13 changed a LOT more than just one thing in PvP. And it did it all at once, so I didn't consider it to be on the table.

    But many of the changes were things that were requested for a long time by the PvP community - it wasn't that they weren't listening when they were planning it, it was that they didn't listen once they implemented it and they tried a shotgun blast approach of "do everything at once!" rather than, as mentioned in the second quote, working things in slowly to see how it impacted things.

    Second builds alone - which were also part of i13 - would have been great with no other PvP changes at all, because you could then skip the need to respec after you get your accolades. This was probably one of the biggest barriers to entry at the time, because even on FotM PvP builds you either built for PvP or did poorly against someone who did, and had to completely scrap your current build to PvP with a character.

    Tagging the powers for player vs critter targets had already been done for some powers prior to i13 but was done wholesale with different damage values and not just irresistable damage and/or debuffs, and defense powers reacting to being in a PvP zone to provide the more exotic resistances for those environments was a good thing (especially given the lack of grantable psi resistance). While changing how powers work by a huge margin is one of the complaints, I think that a balance pass on damage vs available resistances for PvP could have helped without changing the old learning curve, which was much smoother than the current one.

    A lot of arena options were added, although they took a long time to get working correctly. I personally think that done correctly THOSE few changes were sufficient to meet the requests of the community and you probably wouldn't even need all of them. But along with those changes came heal decay, movement suppression, mez-resistance-only, free resistances, and diminishing returns, which were all unpopular overkill.
  18. There was another ad or two out there, but it seemed to fall apart really early.
  19. I started with issue 7 and never had a chance to mess around without ED.

    But I did make a character and fall in love with the flow of the powerset and just how absolutely fun it was to essentially point at something and watch it die.



    The new animation isn't terrible. It just broke the flow of the set. I would have loved for it to replace the Assassin's Strike animation, or the one for Total Focus (where it would actually help the power!).
  20. Quote:
    Originally Posted by Aurora_Girl View Post
    Very, very shady. Put me on the list of people who won't be satisfied with my subscription time (prepaid until February 1) being rolled into another NCSoft game. I want my money back, damnit.
    I also want my money back. I just don't expect that to be their answer, since they already have the money.
  21. Yeah, I'm seeing lots of aggro.
  22. Quote:
    Originally Posted by The Briggs View Post
    I'm more inclined to believe its a licensing issue that was out of their hands and they simply don't want to look bad until they have a real solution or negotiate on our behalf behind the scenes.

    And Zwill, you are the best community manager I've ever seen. Thank you.
    Licensing issue has been debunked on both sides.

    And I agree with the last sentence.
  23. Hm. More questions...

    a. How many ragequits, total, have you had in the life of the game?
    b. What was the longest?
    c. What are the odds that NCSoft won't refund prepaid time past 11/30 in actual currency?
  24. Quote:
    Originally Posted by Errant View Post
    That works? Damn... I shoulda bought that.
    Works great, plus it keeps the annoying dog from barking since it plays a whimper every time you pelt it with a snowball.