Snow Globe

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  1. I did not say that there wasn't holes, but that was the developer stated reason for not allowing TPs into the PVP zones.
  2. Quote:
    Originally Posted by NordBlast View Post
    I don't see why level lock (or any lock for that matter) is relevant here. RWZ was level locked until last relese. SG teleporter just wouldn't allow you to enter RWZ until you reached lvl35. The same can be done with any locked zones.
    The RWZ was a hazard zone. It had a teleport beacon from the start. It was a hazard zone that the developers chose to give access to thanks to being very far off the normal path. The other hazard zones had the same restrictions before Issue 16. All they did was to keep some of the zones "off the grid" as it were.

    A better question people should be asking is "Why should the zones that were blocked from having a beacon in the first place be given TP access?" Given that telepads have existed since fall of 2005 and were given regular zone access during Issue 7 (I think), there has been plenty of opportunity to include more teleporter access.

    We know the developer's reasons for blocking the PVP zones: Players would abuse the rez and buffing stations to gain an advantage.
  3. Hmm. I was sure that the Hive/Abyss were kept level locked. Oh well, it isn't as if anyone under level 45 stands a chance of living for very long in either zone.

    Edit:
    According to the Issue 16 patch notes, the Hive & the Abyss did not have the level restriction removed:
    Quote:
    City Zones
    • The Minimum Entry Level has been removed from many Hazard and Trial Zones in order to support upgrades to the Sidekicking System.
    • Zones Affected:
      • Abandoned Sewers
      • Boomtown
      • Crey's Folly
      • Dark Astoria
      • Eden
      • Perez Park
      • Shadow Shard - Cascade Archipelago
      • Shadow Shard - Firebase Zulu
      • Shadow Shard - The Chantry
      • Shadow Shard - The Storm Palace
      • Striga Isle
      • Terra Volta
      • The Hollows
      • The Sewers
      • The Tunnels
    Co-Op Zones

    • The Minimum Entry Level of the Rikti War Zone has been removed in order to support upgrades to the Sidekicking System
  4. Quote:
    Originally Posted by Stormfront_NA View Post
    I can't think if there are any other zones not available through base transporters, if so, it would be nice if they would also be included. I am not sure if RWZ has a base transporter means, can't recall.
    There are a bunch of zones that don't have teleporter access, for good reason.

    The Hive, The Abyss
    CoV's Monster Island
    All the PVP zones.
    The Shadow Shards
    Cimerora
    Midnigihter Club
    Ouroboros

    An almost consistent attribute for these zones is that they are level-locked. Only the Shards are not.

    I see the lack of beacons for these zones as marking them as special.
  5. Quote:
    Originally Posted by Rajani Isa View Post
    From what I understand, for the most part, doesn't Herostats just work off of reading the log files?
    I'm pretty sure it is reading memory, not logs as it can work without enabling logging.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    If playing had anything to do with it, then the basis of rewards would be on time played, or some complicated algorithm balancing time played and time paid.

    It only rewards time paid, and that is all it is meant to reward.
    As a programmer, I'd hate to see that algorithm. As it stands, NCsoft has given their definition of time played as well:
    Quote:
    *Active account time includes 1. the free month of game time included with the game, 2. free trial time, and 3. payments by credit card or game time card. Payments by credit card or game time card only include the paid time already incurred, not future time.
    It is at the bottom of the Veteran Rewards FAQ page. The terms, as I've said before, are clear.

    To further show what they mean by time
    Quote:
    Q: My account is no longer active. Can I still receive my rewards?
    A: Yes. All you need to do is reactivate your account via credit card or game time card and the appropriate level of awards will appear for your characters. Just log in and they will be waiting for you. Note: the time that your account was not active does not count towards your rewards.
    Emphasis, mine. See. Clearly stated what they mean. Time in this case equals having an active account. What you chose to do with that account is up to you.

    Records are not kept on the server on how often your account is played as that would be a huge drain on resources. Not to mention that characters are deleted and created all the time. Then there is time spent on the Test Server, and participating on the forums. By setting the bar at an active, playable account, the program is fair.
  7. How about those against this idea want to keep the intent of the program intact?
    Quote:
    Originally Posted by City of Heroes website
    This program rewards our fans for their time spent supporting and playing City of Heroes® and City of Villains®!
    There it is for all to see. It is to reward people for their time spent supporting and playing the game. It wouldn't be a reward for supporting and playing if the rewards could be purchased by people that let their accounts lapse.

    It has nothing to do with feeling superior, it has to do with fairness. The veteran's rewards are completely fair. The criteria for these awards are absolutely clear. If people put the time & support into the game, they will get the goodies.
  8. Quote:
    Originally Posted by Eiko-chan View Post
    This isn't the Mastermind forum. No Necromancy.
    Thread necromancy doesn't really start to come into the picture until the thread has been dormant for 3+ months. Still the original post was a bad idea to begin with.

    Oh and just as a punitive response to the idea: I would only agree with the idea that you could "back date" (something nearly impossible to tell, btw) specific veteran costume sets on a per character basis.

    Otherwise anyone posting this idea should be directed towards the Veteran Rewards FAQ.
    Quote:
    *Active account time includes 1. the free month of game time included with the game, 2. free trial time, and 3. payments by credit card or game time card. Payments by credit card or game time card only include the paid time already incurred, not future time.
    I am patiently waiting for my 60 & 63 month rewards, and I'd not like some idiot with more money than brains to queue-jump just because they quit before I started. I was here supporting both the community by being a player as well as the game in general. People who did not have an active account, yet now want all the rewards for building community, should go and examine their motives for this frequent request.
  9. I'll assume that you have claimed the power from the veteran rewards list. The click on powers, it should be "Reveal" in the Inherent section.
  10. Snow Globe

    A small request

    Quote:
    Originally Posted by IanTheM1 View Post
    Clearly the solution is that, when possible, they need to make three new versions of the Chalet, so there's one for each season.
    I'd agree with this, but what themes?

    Summer could be water slides.

    What could be done with Spring and Fall?
  11. Quote:
    Originally Posted by FredrikSvanberg View Post
    I always target team-mates through the team list, and so should everyone else.
    And this statement is why I dislike this idea. Telling people how to play the game means less people want to play the game.

    If someone wants to click-target on a character to buff, they shouldn't have difficulty to do so.

    Then there is PVP. Even though it is easy to tab-target an enemy, there are enough powers that require clicking near a target that this would be open to abuse. Then there is the hide without a hide power that could be achieved by this suggestion.

    Even the original poster admits that is one of the reasons for the request when they say "I want a tiny scrapper who decimates mobs without being seen."

    So, completely /unsigned.
  12. Quote:
    Originally Posted by Thaumator View Post
    I already did... yet you continue to fail in acknowledging the examples that I provided. The facts speak for themselves, and I'm done trying to convince you otherwise.
    Look back at your posts, you did not mention a single gladiator badge (villain, hero). You listed six regular defeat badges (villain, hero), some which I agreed with. You might want to get your facts in order (as I've been saying all along).
  13. Quote:
    Originally Posted by Snow Globe View Post
    The gladiators do have a normal amount of hunting: the counts and opportunity are about the same for gladiators, in fact it is a bit easier for many villain defeat gladiator badges than for heroes.
    You seem to have the mistaken belief that because you can't street hunt something in multiple zones that it means that things are harder. If you want to make things harder on yourself than it needs to be, then you only have yourself to blame. I'm not here to convince you to take the "easy" way out, however the glaring inaccuracies do need to be addressed.

    * Bladegrass Defeat 300 Devouring Earth tree-creatures
    Normal hunting. All over the place in Nerva & St. Martial. Not as many as CoH, but still easy enough to find.

    * Coralax Blue Hybrid Defeat 100 Coralax
    Better CoV vs CoH as there is at least 2 more zones to hunt them.

    * Crey Power Tank Defeat 100 Crey Tanks
    Even. I actually got this one several times without trying villain-side. I teamed a lot with level 40+ groups.

    * Ember Legacy of Flame Defeat 100 Legacy Chain Minions
    Might as well be called exclusive to CoV as you cannot hunt these in CoH.

    * Fortunata Seer Defeat 100 Fortunata Seers
    Edge to CoV due to how many Arachnos missions are there.

    * Hordeling Lasher Defeat 100 Hordelings
    CoV by a long stretch. CoH for a week a year, in a single mission that has to be under a certain level.

    * Ink Man Defeat 125 Blue Ink Men
    CoV by a long stretch. Street hunting in St. Martial, also in Siren's Call, as well as a LOT of missions. CoH is only in the Talos Safeguard and street hunting Siren's Call.

    * Lucent Legacy of Light Defeat 100 Legacy Chain Lieutenants (Villain Only)
    * Mob Specialist Defeat 100 Prisoner Bosses (Hero Only)
    A wash between CoH & CoV.

    * Mu Guardian Defeat 100 Mu Guardians
    Slight edge to CoV due to how many Arachnos missions are there.

    * Raider Engineer Destroy 100 Force Field Generators summoned by Sky Raider Engineers
    A wash between CoH & CoV. There are plenty of missions on both sides, and the best spot for street hunting either side is a narrow area in one zone (Sharkhead & Striga).

    * Swift Steel Defeat 300 Ancestor Spirits
    A wash between CoH & CoV. St. Martial vs Talos, and numerous missions on either side.

    I could go on, but if you want to suggest which gladiators are more difficult to hunt for in CoV, be my guest.

    There are 20 CoV only gladiators, 19 CoH only gladiators.

    Quote:
    Originally Posted by Thaumator View Post
    Quote:
    Originally Posted by Snow Globe View Post
    http://wiki.cohtitan.com/wiki/Kill_Skuls_Badge
    Mercy Island has plenty of regular Skulls. The ones people really have a problem with is the Bone Daddies. There are at least two missions that I am aware of with them in it.
    And if you'd actually clicked the link to paragonwiki that I provided (and that you quoted) you'd see that.
    So you are agreeing with me that you incorrectly put the Kill Skuls badge in that list? That's nice. No, I didn't have to read that link for that information as I've seen them first hand. So your point is exactly what I said your point was: you want more zones for CoV. You might try to convince yourself that it isn't, but the core of your position is exactly that.

    The problem is that it seems that you are complaining about how difficult things are based on wiki articles without exploring your options.
  14. Quote:
    Originally Posted by Thaumator View Post
    And that prevents them from making the badges equal over the past 4 years... how? "Unfounded"? Tsk, tsk... come on, Snow... I've always thought better of you than that.
    Well seeing it isn't the badge count, but rather zones, you truly seem to be after I think I'm justified in saying that it is unfounded.

    Quote:
    Originally Posted by Snow Globe View Post
    2 defeat badges (Weed Whacker, Cold Blooded) are impossible outside of events blue side.

    2 defeat badges (Cap Buster, Bane of Dannon) are impossible outside of events red side.

    Parity achieved.

    Bonecrusher (still available in the right level range in paper missions, plus one mid-30s mission red side), Weatherman, Regenerator (AP mayhem & paper missions) and Visionary (2 missions) are rare red side, I'll grant you. Unveiler and Infiltrator can be picked up with missions as well as street hunts. Longbow are confined to two missions available to blue side, and at one point it was blocked from being earned.

    But let's expand this to gladiator hunt badges:
    Mu Guardian, Toxics (which was more a pain blue than red), Blue Ink men (Siren's Call and the Talos Safeguard are the only 2 locations for blue side to get). Hordeling Lasher and Hellfrost are impossible blue side outside of the Valentines event.

    Every gladiator that villains can achieve have a normal amount of hunting to do (in other words about the same effort red and blue side).

    Quote:
    Originally Posted by Thaumator View Post
    In the number, sure... but it's not the number of defeat/gladiator badges I'm unhappy with. What I've never liked is the lack of opportunity/availability for red to achieve defeat/gladiator badges as easily as blue. [sips coffee] I'll get to that in a minute
    Okay, now I know you are being unreasonable. CoH had four years more development time than CoV, so of course there will be more zones for heroes than villains.

    Quote:
    Originally Posted by Thaumator View Post
    "Normal amount of hunting"? Snow, in that I couldn't disagree with you more Again, it's about opportunity/availability (and minutes vice hours/days of hunting). Let's take a look at just a few examples. Note the "Where To Find" and "Neighborhood", as they are very important -
    The gladiators do have a normal amount of hunting: the counts and opportunity are about the same for gladiators, in fact it is a bit easier for many villain defeat gladiator badges than for heroes.

    However that doesn't go after this list:
    http://wiki.cohtitan.com/wiki/Weatherman_Badge
    Discussed above. I agree there is a incredibly small amount in CoV. However they shouldn't have been in there in the first place according to Positron.

    http://wiki.cohtitan.com/wiki/Regenerator_Badge
    Also noted above. Trolls were added to the paper mission roster specifically to give more opportunity to get them. Initially only in the AP mayhem missions.

    http://wiki.cohtitan.com/wiki/Visionary_Badge
    Also noted above. 2 Missions do not present a great opportunity for hunting. On the other hand I've been talking about all three of the above (and all the ones mentioned in my previous post) in the Badge Issues list for the last two years, and most of those are hold-overs from MadScientist's list too.

    http://wiki.cohtitan.com/wiki/Gravedigger_Badge
    This one is fairly basic, there is good hunting in Cap au Diable near the tailor, and has a mission that is fairly packed with them (facemaker's chemicals). The only reason that CoH has more zones to hunt them in is that there is around a 6:1 ratio of similar level zones (8-20) hero:villain.

    http://wiki.cohtitan.com/wiki/Kill_Skuls_Badge
    Mercy Island has plenty of regular Skulls. The ones people really have a problem with is the Bone Daddies. There are at least two missions that I am aware of with them in it.

    http://wiki.cohtitan.com/wiki/Legionnaire_Badge
    Paper missions from 20-30, and Siren's Call.


    Quote:
    Originally Posted by Thaumator View Post
    Quote:
    Originally Posted by Snow Globe View Post
    How? Really, how would you have fixed it? We were told by Positron that the reason outcasts are in that one mission was because of a writer error (they shouldn't have been available at all).
    I'm glad you asked! I would create more streetsweeping opportunities for both sides, of course! Here are some examples using the links from above -

    1. Add outcasts to neighborhoods of Mercy and/or Port Oakes. Adjust snake & infected population accordingly.

    2. Add trolls to neighborhoods of Mercy and/or Port Oakes. Adjust snake & infected population accordingly.

    3. Add rularuu to areas of Primeva in Nerva (or make The Shadow Shard co-op). Adjust arachnos, CoT, and longbow population accordingly.

    4. Add vahzilok to neighborhoods in Port Oakes. Adjust the enormous Family population in Port Oakes, Sharkhead, Nerva, St. Martial accordingly.

    5. Add more skull bosses to neighborhoods of Mercy and/or Port Oakes. Adjust snake, infected, and Family population accordingly.

    6. Add warriors to Sharkhead, Nerva, and/or St. Martial. Adjust Family population accordingly (friggin' Family is everywhere).

    That's just off the top of my head.

    The whole issue may be rendered moot (to a certain degree) whenever GR comes out anyway [shrug] but thanks for asking
    #1, #2, #5, no need to reduce the snakes and infected (ok, maybe a bit, but not much). Trolls would be better suited to Port Oakes though. A better idea would be to had Arachnos clear a previously hostile island for overflow from Mercy and Port Oakes.

    #3 I'd just prefer a new zone if they could (possibly a duplicate -- but separate group -- of Shadow Shards), or revamp the Shadow Shards for Co-Op.

    #4 it would make more sense to make new, higher level Vahz and put them in St. Martial near the tailor.

    #6 I'd have them run turf wars in Port Oakes & Cap.
  15. Feeling towards: Rikti pack: Ambivalent.
    One hand: Want.
    Other hand: No cash.
  16. Quote:
    Originally Posted by Bellen View Post
    There does need to be someway to change instances in Pocket D. I have not found one yet. Not sure how Villian side works with multi-instances as well
    There is a way: Enter a mission door, then exit. At that point you are given a choice of instances.
  17. Quote:
    Originally Posted by Thaumator View Post
    Indeed, but not just Outcasts. Too bad the devs listened to blueside-only badgers more than they listened to people that badge on both sides (or redside-only badgers for that matter). And for the record, I also badge on both sides
    So do I, but I don't see any developer hate specific to one side or the other.

    Quote:
    Originally Posted by Thaumator View Post
    Heroes can earn a potential 698 badges. Villains can only earn 620. How fair is that?
    I think 4 Issue difference (badges were introduced with Issue 2) might have something to do with it. Don't let something as silly as the fact that there was a year more development for blue side stop your unfounded rant however.

    Quote:
    Originally Posted by Thaumator View Post
    As for the defeat badges...

    40 CoH defeat badges http://wiki.cohtitan.com/wiki/CoH_Defeat_Badges

    40 CoV defeat badges http://wiki.cohtitan.com/wiki/CoV_Defeat_Badges

    Same number, but care to take a guess which side has it easier when it comes to earning them (and by an enormous margin)?
    Hmm. Lets take a look:

    2 defeat badges (Weed Whacker, Cold Blooded) are impossible outside of events blue side.

    2 defeat badges (Cap Buster, Bane of Dannon) are impossible outside of events red side.

    Parity achieved.

    Bonecrusher (still available in the right level range in paper missions, plus one mid-30s mission red side), Weatherman, Regenerator (AP mayhem & paper missions) and Visionary (2 missions) are rare red side, I'll grant you. Unveiler and Infiltrator can be picked up with missions as well as street hunts. Longbow are confined to two missions available to blue side, and at one point it was blocked from being earned.

    But let's expand this to gladiator hunt badges:
    Mu Guardian, Toxics (which was more a pain blue than red), Blue Ink men (Siren's Call and the Talos Safeguard are the only 2 locations for blue side to get). Hordeling Lasher and Hellfrost are impossible blue side outside of the Valentines event.

    Every gladiator that villains can achieve have a normal amount of hunting to do (in other words about the same effort red and blue side).

    Quote:
    Originally Posted by Thaumator View Post
    It should also be noted when GR goes live, it will be ridiculously easy for a Vigilante to pop over to Mercy Island, Cap, and Sharkhead, etc to smack down a few of the abundant Snakes, Gremlins, Cage, etc. Well, at least current speculation says we will.
    By the same token, a villain can side switch and get the "difficult" badges too. Or is one of us missing something?

    Quote:
    Originally Posted by Thaumator View Post
    This is just a subject that has obviously bothered me for years, and they could've fixed it with I16
    How? Really, how would you have fixed it? We were told by Positron that the reason outcasts are in that one mission was because of a writer error (they shouldn't have been available at all).
  18. Quote:
    Originally Posted by Leandro View Post
    Grats, Kheldarn. I still need Fashion Designer, Vanguard Recruit, Duelist and Predator -- I play my main way, way too much and they keep getting delayed.
    I know the feeling. I still need Clubber (less than half needed), Fashion Designer, Shop Keeper, and Predator.
  19. Quote:
    Originally Posted by Dark_Respite View Post
    I wasn't even asking to see how much time I had left on earning said day job. It'd just be nice to see who was parked where. Then if there's only a zone, I know the character in question will be working on Patroller/Criminal.
    People got fixated on this part:
    Quote:
    Originally Posted by Dark_Respite View Post
    To go one step farther, it'd be REALLY nice to see how far you have to go on said badge to EARN it, if you don't have it already, but that's just gravy.
    After that, their whole reasoning became "blah blah blah blah blah blah, show badge progress on log in" rather than the actual suggestion.
  20. Signed on the signs, as they are much needed.

    I'm still not convinced that the civilians, even at 6-8 wouldn't prove annoying. 2-3 maybe.
  21. Quote:
    Originally Posted by Snow Globe View Post
    Except that there is a little icon showing which day job location you are at BEFORE logging off. So there should be a smaller issue to display where you logged off than, say, the last costume you wore before logging off.

    Oh wait, the game does that already.
    Quote:
    Originally Posted by Rajani Isa View Post
    Quote:
    Originally Posted by Snow Globe View Post
    Oh wait, the game does that now.
    Fixed.
    Well since "already" includes "now" I fail to understand why the need for the "fix". Yes, the costume display was introduced with Issue 16, but it has already been added to the game.

    Quote:
    Originally Posted by Rajani Isa View Post
    And the icons are basically the results of AoE powers, which cannot affect you when logged off.
    There is nothing to prevent the game from showing the day job location where you logged off at. The game shows which zone you logged off and (standard code rant aside) wouldn't be that complicated to show the day job as well. At that point, the player can mostly work out how much credit they have acquired by the last log on date.

    I don't think that showing the day job location is an unreasonable QoL request. People seem to be making a big deal over minor QoL requests lately. This baffles me.
  22. Quote:
    Originally Posted by Sigium View Post
    I'd like to see people simply getting on and getting off the tram.
    Only if we can walk through them. Otherwise I'd find them as annoying as meeting them in a mayhem/safeguard mission. Especially if I have a timed mission somewhere.
  23. Quote:
    Originally Posted by VexXxa View Post
    Alright everyone, my New Year's Resolution is to find out ....

    WHY DO GUYZ PLAY GIRL TOONZ??!!
    I think I have 70% female, 15% Male, and 15% of my characters that should be neuters (mostly robots, but a few aliens in the mix).

    Why?
    • Costume options.
    • Male/Huge sounds.
    • Male/Huge run.
    • Better costume parts.
    • Character concept (this plays a large part of male/female/huge choice).
    • There is a bit of the "pixel staring", but this not the most important item.
    • Lack of gender-neutral robotic body (I'd switch a number of characters to a "neuter" gender if given the choice).
    • Role-playing something completely different than my real life. (No, I don't wear ladies underwear to improve my RP skills.)
  24. Quote:
    Originally Posted by Shadow State View Post
    I don't believe the system actually tracks which Day Job you are at while logged off, as I understand it determines which badge gets credit as you log back in.
    Except that there is a little icon showing which day job location you are at BEFORE logging off. So there should be a smaller issue to display where you logged off than, say, the last costume you wore before logging off.

    Oh wait, the game does that already.
  25. Snow Globe

    Game Info Feed

    Actually I was proposing an alternative to your suggestion. With an "Export character to XML file" button I figured that it would save the file to the player's computer, just like a costume file or settings file is currently done (thus minimal impact on the development team). Perhaps a better name would be "Save character info to disk". Let the user then upload when they choose, which would eliminate all firewall issues.

    The down side is that websites that were going to use this information would have to do error checking for corrupt files.

    To rephrase:
    1. Press save button or enter save command.
    2. File is saved to local computer.
    3. When player visits helper site, player can upload saved file.
    This alternative would:

    * Eliminate the need to tie up NCsoft's servers.
    * Eliminate the need for helper websites to have to scrape the information from herostats/etc.
    * Need minimal developer time to code. (Basic code already exists to export XML files from the game.)
    * Doesn't trigger firewalls.
    * It is an "on-demand" setup so that it would be accessible to all users as long as they can run the game (not a resource hog).
    * Provide a standard format for all helper sites to use.

    The few cons that I see:

    * It relies on the players honestly sending the file to the helper sites. I have no doubt that some players will try to alter the files before uploading to a helper site.
    * While it would take minimal coding, it will still take coding to do.
    * Helper websites would have to have a higher amount of error checking due to possible corruption.