SpittingTrashcan

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  1. I would say that true wealth is being able to get whatever you want, whenever you want it. By that standard, per Rhygadon, no amount of inf equates to wealth, because even with amounts of inf I've never seen in one place he still can't obtain the things he wants. It's better to have a base well-stocked with crafted enhancements. And to the extent that this is true, the market is a failure.

    Though the new interface doesn't help either. :/
  2. I'm not sure how I feel about this. On the one hand, everything you said about Stone Armor's strengths and drawbacks is true. On the other hand, I like that Stone Armor offers the unlimited opportunity to sacrifice a great deal of offense and maneuverability and gain a great deal of survivability. This doesn't appeal to everyone, but I don't think that it should be a design principle that all sets must appeal to everyone. What you're proposing seems to turn Stone into a WPesque mix of defense, resistance, and regeneration, which certainly performs well enough but is not what I bargained for when I chose the set. I picked Stone for its edge in extreme situations, not because I wanted a general high performer.

    Incidentally, reducing the resistance buff in Granite from 50% to 17.5%, even if stackable with the other armors and even including the change to Stone Skin, would not be letting Granite retain "roughly the same level of survivability". That's a rather significant cut, and it's particularly significant in the situations where Granite shines now: when you're taking a lot of damage that cannot be mitigated through defense.

    Of course in the end the developers will decide what the acceptable range of performance is for Tankers, and if Stone falls outside that range then it's going to be changed to fit within it. But I wanted to put out my voice here as someone who likes the set as it is, including the benefits and the drawbacks.
  3. On reflection, I'd like to clarify some nuances before I'm criticized for a position I don't hold. I don't want *every* villain to be a world-conquering megalomaniac complete with fortress, minions, etc. It's a path I'd like to see more of, and I think the game can support it more, but it's not the only path. Some villains commit crimes for the challenge of it: stealing the unstealable, beating the unbeatable. Some are too simple, or too alien, to understand right and wrong and just follow their instincts. Some are just very, very confused.

    One thing that they share in common, though, is that they're instigators. In pursuit of their goals, villains start trouble - it's what makes them villains. While not every concept can be supported by the text, the idea that villains are fundamentally active rather than reactive can be supported without making major changes to the game mechanics, despite claims to the contrary.

    A side note: AE could have been a great way to open up the options for villain concepts that the official game does not cater to, but sadly this did not happen - though not for lack of trying on authors' parts. A poorly considered rating and listing system, and the fact that HoF/DC is an eventual death sentence, are among the problems.
  4. 5. Faultline.
    4. RWZ.
    3. Power customization.
    2. City of Villains.
    1. Super Sidekick. I am no longer willing to play any MMO that does not have this feature or an equivalent.
  5. I see we cannot agree on a definition of "camp".

    How's "flamboyant" work for you? "Stylized"? "Iconic"? "Outrageous"? I don't want to pretend to be an enforcer of a realistic dictatorship - I want to play a frickin' super villain, the kind that does not exist and could not exist outside of fiction. I believe it has been demonstrated that the game as it exists now is capable of supporting this paradigm to a much greater extent than it currently does, and I would like to see that trend continue in future content and in edits to existing content, if existing content is to be revisited at all. I really don't think I can make it much clearer than that.
  6. As of I17, I have noticed that Rikti Drones are behaving in a most unusual way. The following screenshots are completely unadulterated.

    Some Rikti, hanging out.
    I throw Ball Lightning at them. That'll show 'em!
    Drones: CHAERG!!!11!

    The character in question does not have Taunt, so it's not the -range effect that is causing this. Instead, every single AI-controlled entity, including entities with no melee attacks whatsoever, now attempts to close to melee as soon as they have no ranged attacks immediately available.

    Here's another sequence:

    I've already gathered a nearby group. Let's see if I can get more!
    That Ball Lightning sure makes a pretty arc.
    I like my Brutes like I like my women: COVERED IN DRONES!

    The other guys hang back as I'm over the aggro cap, but as soon as that's no longer the case they charge right up. The exception is the Mentalist: he has enough ranged blasts that he never closes to melee.

    This issue also affects Mastermind pets: Mercs and Bots in particular have been reported as much more prone to fistfighting. And there's another issue which I thought was unrelated but might not be: in the last mission of the Ice Mistral SF, as soon as I hit the cavern lined with psychic crystals, the game starts exhibiting severe input lag (similar to the ITF mission 3 hill), whereas before I17 it did not. Destroying most of the crystals reduces the lag. If the AI of the crystals (which are technically enemies) is now seeking a path into melee range, that might cause the slowdown.

    Has anyone else noticed issues related to AI controlled entities attempting to close to melee range for no good reason?
  7. Quote:
    Originally Posted by Kitsune9tails View Post
    Have you read 1984? Do I have to post spoiler warnings before saying it is relevant to the topic? Let's just say that while I think it is an awesome classic, 'fun' is not on the list of adjectives.
    A key theme of 1984 was the banality of evil. Villains may be evil, but banal they are not.

    Real world awful boring villainy: police state, militarism, suppression of artists and intellectuals.
    Comic book villainy: Minions in stylish themed outfits, clone army, zeppelins, death rays.

    I don't think anyone here wants to be a dreary villain. Arachnos is occasionally comic book, but the Rogue Isles overall is more frequently dreary. I'd prefer to be in on schemes where I ally with ancient Romans, space aliens, and secret Nazis to capture superheroes and use them to power ancient Roman giant robots. Oh, wait, we have to stop that.
  8. I always assumed it was Requiem.
  9. Quote:
    Originally Posted by Venture View Post
    Why on earth would anyone want camp villainy, or camp anything, in the game?
    Because other people like things that you don't like?
  10. All of them, as long as I'm not mezzed. In practice, this skews me toward melee ATs and far, far away from Blasters.
  11. I don't know much about Masterminds, but I do know Rikti Drones. Prior to I17, they would quite happily stay wherever they could get a shot at me. Now they close to melee for absolutely no good reason whatsoever. This is great news for my melee characters, but indicative of a larger change to AI that is probably not good overall.
  12. I ran an Ice Mistral TF just now. On the last mission, in the underground chamber encrusted with psychic crystals, I and the rest of my team experienced severe input lag, similar to what happens on the hill in the third mission of the ITF. Destroying most of the crystals reduced the lag significantly. I believe this is new as of I17, as the last time I ran this TF in I16 I experienced no such issues. If anyone else has had this issue, please reply here to confirm it.
  13. SpittingTrashcan

    Dom curiousity.

    I do actually have a question, Frosticus. A while ago you posted a theoretical Fire/Fire Dom build that, as near as you could tell, had the highest possible indefinitely sustainable ST DPS of any character. At that time I think you said that the prior contender for this title was a Fire/Elec Blaster. For this particular challenge, is there a controller build that comes in third? My uneducated guess for a contender would be a Fire/Rad/Stone or Fire/Kin/Stone, but I'd like to know your opinion.
  14. SpittingTrashcan

    Dom curiousity.

    Not every controller build is the most powerful build in the game, but the most powerful builds in the game are controller builds. This seems both clear and accurate to me.

    By the way:
    Quote:
    Originally Posted by Memphis_Bill
    A Dominator does have one thing you can be sure of that you can't say about a Controller - they will have MORE damage from their secondary, guaranteed. It's what their secondary DOES.
    Fulcrum Shift.
  15. To quote Altered Beast:

    RISE FROM YOUR GRAVE!
  16. Quote:
    Originally Posted by Sunstormer View Post
    Well its the second server to go down, if its anything like freedom its just to fix it, since people are getting random global crashes right now on freedom.

    Guessing virtue was same?
    The global chat (and, as it turns out, email) server has generally been flaky under high load, like right after a new issue release. Until now it's been a largely cosmetic issue, but since emails with attachments disappear into the ether whenever the global chat server is down...

    Well, I sure hope that's what's being fixed.
  17. Just Virtue? Curious.

    I did note that in the week following the I17 release, Virtue was the only server with two load dots. I frankly have no idea whether this has anything to do with anything.
  18. I wish I could be as evil as the best of trolls: taunting people with "choices" between unacceptable options, standing just on the right side of the rules and daring all and sundry to go one step too far in coming after me, remaining utterly convinced of my moral rectitude - and most amazingly, being able to provoke people into blind fury or utter misery despite having no actual power whatsoever over what happens to them.

    That's some master-class villainy, there.
  19. This suggestion seems to be passing the picky people gauntlet. PM a dev.
  20. I wonder if the devs are avoiding making incremental improvements to bases because they're not entirely sure they want to keep the system in anything like its current implementation at all. Remember, the last major changes to bases were ones that nobody was asking for. The problems that base users have with bases are not the problems that the developers have with bases.
  21. SpittingTrashcan

    VEATs and HEATs

    Quote:
    Originally Posted by Gruppa View Post
    Using regular classes a player can dream up just about any concept and then build it. Here the concept is in your face and it's just a matter of tinkering around the edges. The only reason to bother is if you're that into status and prestige ("Look at my shiny gold star!") or find some aspect of either highly useful in technical gameplay terms despite the limitations and downsides ("I may look like a squidbilly but I kick buttocks!").
    I think you're mostly on point, but I'd like to add a third reason to want to play an EAT: you actually want to be the specific thing that the EAT represents, which no more generic AT can represent quite as well. I'm very happy with my Fortunata and Crab Spider, who are precisely a Fortunata and a Crab Spider and not as near an approximation as I could kludge. There are also some other concepts best represented by the specific mix of powers available to EATs, although they tend to be a bit wacky - my "warshade" is a channeler of the spirits of deep-sea creatures, so it's perfectly natural that she turns into a ghostly squid or crustacean, and I've occasionally considered creating a Crab Spider who is actually a giant evil ambulatory hand.

    But, like the other reasons, this one has a limited draw.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Have you ever known me to place a bet on something about the game I didn't already know I would win? This has already happened once.

    I just can't discuss it at the moment because it involves a potential exploit. Rest assured there's a really good game mechanical article coming one day about it. But to be honest, there are players out there sharp enough to have caught it in theory, so I am slightly surprised it has not been detected to this day. But you would have to have been looking right at the issue to have seen it, and ironically the very players most likely to spot the problem were also least likely to experience the problem often enough to notice. And if you tried to look for it now, I doubt there would be a way to detect it because nothing would appear to be wrong today. In terms of the issue, the game looks probably exactly the way most players assume should. It just never actually did until it was changed to fix the issue in question.
    Aaaand now I'm going to be trying to figure out what this could possibly be for the rest of the day.
  23. Anyway, the whole idea of incentive disparity pretty much falls apart once you realize that, even if all other things were perfectly equal, there'd be a strong incentive to participate in a more populated over a less populated market, and the more people follow this incentive, the stronger the incentive becomes. Dividing the population into two mutually exclusive choices, with rewards that increase in proportion to the number of people making that choice, is going to lead to one choice being overwhelmingly favored - that's just how network effects work.
  24. On a tangentially related note: now that I have a reason to send emails, I'm getting freshly acquainted with just how utterly terrible the multi-line text box widget is. It's shamefully bad. I have no idea how people manage to write mission architect arcs using this thing.
  25. Quote:
    Originally Posted by thehallows View Post
    I thought that was exactly the problem we're trying to fix here - they're luring people to go blue since there are inflated rewards blueside and it needs to be balanced out.
    Even if the reward rate were exactly the same on either side, the market is better wherever there are more people. Markets become more useful with participation, and splitting participation is always suboptimal. The problems created by having two mutually exclusive markets competing for participation can't be solved by any measure other than not having two mutually exclusive markets competing for participation.