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Posts
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I'm not a current PvPer, but I have fond memories of a Fight Club formed among friends many moons ago. The way I see it, there are a number of possibly conflicting goals and ideas about how to change PvP, which I think would provide a lot of insight into the system:
1. First and foremost, how do you create a system where the better PLAYER is victorious most of the time, instead of having a rock-paper-scissors powerset choice?
2. How do you create a system that welcomes PvP newcomers? I feel that the biggest deterrent to growing the PvP population (aside from what players view as a broken system) is that newcomers to the scene get plastered by veterans, and leave rather than having a place to develop their skills.
3. On the developer side, how do you make losing fun, so that someone who tries out PvP has an enjoyable experience even when they lose, and are willing to stick around to develop the skills to win?
4. On the player side, how do you make the community welcoming to those exploring PvP for the first time, and reign in the vocal minority of PvPers who act offensively (QQ, teabag, carebears, etc) towards their opponents, thus driving away new blood?
As a former casual PvPer, these are the big issues in my book. For those of you whole say you like nothing about the current system, what elements would you have in your ideal PvP system? -
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I'm totally happy with more people playing 50s. I used to retire a character when they hit 50, but now I can split my time between my 50s and my characters that are still leveling.
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Quote:Just checked, and it uses about 10K while running in the background (running XP). There's an option to have it completely close when you X out if you don't want it running in the background.I honestly don't care how much faster the new loader works. What I care about is how much memory it eats and if it tries to stay resident on the system after it's done. Basically, how much damage to my system am I being expected to endure in the name of NCSoft's marketing department?
/edit- the timing of posts makes it look like I'm being snarky to Spacenut, but I'm not. I'm being snarky to what I've heard about the new loader. -
I'll chime in here with an agreement! The new launcher cut my time from desktop to log-in screen in half, and it's great for having a series of colored lights to make sure all my clients are up to date without having to run three separate launchers.
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I'd make faster progress on my family's genealogy, and I'd probably buy a Wii and Rock Band and invite my CoH friends over all the time to reminisce.
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Sad that cats can't wear suits due to clipping, but I'm glad I checked on Test before I bought it!
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I was excited about giving my Hepcat a real cat head, but I decided to check it out on the test server before buying it:
What's the point of having a cat if he can't wear a stylin' suit? -
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Those back to back raids were insane. So much lag, and so many merits! I walked away after an hour and a half with 6 shards and almost 900 merits.
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Speed runs get me 20 minutes of combat, 20 minutes of standing around, maybe 1 shard, and the end reward.
A standard run gets me 90 minutes of combat, as much as 8 shards, and the end reward.
I know which of those I consider the better Reward/Time. -
Quote:Creating any very rare requires two crafted rare abilities. There are 4 different rare abilities, and you only need two of them, and you don't actually have to slot your second rare before you use it to make the very rare. You just have to do enough to make it and hang onto it. You are free to choose both your final very rare and which two rares you make to craft it.So for my 50, Ive chosen the cardiac pool and have Cardiac Boost, Cardiac Radial Boost, and Card. Partial Radial Revamp. I just noticed that I wont be able to get my 4th until I also have Cardiac Partial Core Revamp, which is on the other "branch." Then I notice that you can't that until you have the one below that and so forth. So, basically you have to fill/nearly fill the entire "tree" first. Is this the case, if so, what's the point of choosing when everyone has to get the same thing? Why does CoH seem so against power customization?
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From Doc Buzzsaw:
"Oh, what has science wrought? I sought only to turn a man into a metal-encased juggernaut of destruction powered by the unknown properties of a mysterious living crystal. How could this have all gone wrong?" -
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The flowchart in my sig may also be useful for working on the Incarnate system. (I can't wait for I20 to update it!)
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Check your spam folder to make sure the reply from support didn't get tossed in there by accident. If your ticket really got closed without being resolved, PM Avatea or Zwillinger and explain the situation and they should be able to sic someone on the problem.
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See the link in my sig, and this wiki page: http://wiki.cohtitan.com/wiki/Alpha_Slot_Abilities
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So, now that the Incarnate system has been introduced, there are now 7 tabs in the salvage window:
All
Base
Component
Event
Incarnate
Invention
Special
Out of all these, Invention is obviously the most useful. Most characters no longer have Base and Component salvage, since it was deprecated in Issue 13. Characters below level 50 will never have anything in their Incarnate salvage. All of these push the infinitely more useful Invention tab way farther right than it needs to be, typically outside the window unless you make your salvage window enormous.
So, some changes I propose:
1) Give us the option of hiding empty tabs.
This will mean new characters no longer see the Base and Component tabs unless they go out of their way to acquire said salvage. It will also mean the Incarnate salvage tab will not actually pop up until you can earn Incarnate salvage.
1a) Give us the option of hiding any tab we choose.
Much like the map window, we should be able to display or hide anything we are or are not interested in. No events running? Hide the event tab until you're ready to do something with it.
2) Let us rearrange the tabs like we can with tabs in the chat window.
They are the same tabs. Presumably there's a fairly simple switch that makes some tabs mobile and others fixed. Looking at the All tab is annoying, since it piles everything in together. Even with the sorting options, you're more often than not going to look at a specific type of salvage instead of every piece you have.
3 and 3a) Let us make our own tabs, and let us move salvage into whatever custom tabs we choose.
This one is a little more complicated, but will provide excellent functionality that I believe the current Salvage window lacks. If you're crafting, you can now make a tab called Crafting Storage, and move the salvage you want to hang on to into into that tab. Obviously it would still count towards your salvage limits, but ideally it wouldn't show up on the vendor window to sell. This would also work well for people crafting Incarnate components. If you know you need 32 Shards in addition to your components, simply slide them into your newly created Very Rare Alpha Slot tab and don't worry about accidentally using them to turn a common into an uncommon.
4) Put your Influence total visible somewhere on the window. -
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Hows about you just be patient like the rest of us? The only people who know are the devs and the people in the I20 closed beta, who are bound by a NDA. They even turned off rewards for the sneak peak so people focus on the content, not the reward.