SquidheadJax

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  1. I don't know if it's been said before in this thread*, but I really think that the social aspect of MMOs is served better by minimizing features that discourage or disadvantage teaming** than by putting up barriers to soloing. Scaling missions mean*** that teams get to take on bigger spawns and have theoretically more frenetic and interesting battles, which is a reward in itself****. Content where the bar is set at a certain consistent minimum difficulty that most but not all players***** will need to team up to beat it, along with content that usually takes a big ol' mass of players but might be doable by a small tight team, is good too as it gives those who enjoy working to optimize their play something to strive towards. Such content number-gates itself by its nature, if it actually has that nature, so I don't see why setting minimum team numbers to attempt something are useful at all.

    *yes, yes, lazy, blah

    **such as off-alignment tip missions locking you out of points in the one you're aiming for unless you do all your five first. Arg.

    ***except where characters that can solo x8 spawns are involved, in which case, well... I don't think this game has ever been accused of being evenly balanced, anyway.

    ****in addition to having more chances to hit a nice loot roll

    ***** see ***

    ******I use too many footnotes sometimes.
  2. Huh. I could swear that my tutorial choice counted on my char that got it. She did 2 in the first tier, 1 in the second, and 1 in the third... oops. Right. The hero/villain choice. Nevermind...
  3. All these typo stories make me remember a little incident in Eve...

    Someone had put up a buy order for (some material or other) at a hundred times the prevailing market value, exactly - forgot to hit the decimal, probably. So, poking my CovOps out of my corp base's latest wormhole exit, I see this, and immediately grab a hauler to take as much as possible to fulfill it with... and tell friends... who tell friends... and we're all part of this mad rush of Industrials to go fill the poor *******'s mineral order. I manage to dump my whole load, but one of my friends gets the error message pointing out that only part of the transaction could be completed - meaning that the buyer ran out of funds to cover the order partway through. Ouch.
  4. Quote:
    Originally Posted by Roderick View Post
    Badgers. They want to get Field Crafter, and they want it now, and they have to craft hundreds of IO to do it. That means that they have to find somewhere to store them, delete them, or price them to sell now.

    Depending on how much of a markup I can make off them, I tend to do a mix of all three.
    But it's silly to buy high-value set IO recipies to do that, especially since they don't count toward the category badges as well. I do that with basic University recipies all the time, like I mentioned in a prior post, but with stuff like that...
  5. Quote:
    Originally Posted by Yomo_Kimyata View Post
    I was referring more towards the LOTG 7.5% crowd. I only lowball the standard IOs when I need to slot them.

    I won't pay more than 100k for a standard IO, but I love buying a crafted purple for 90% under cost. It's a sickness, I know.
    ...
    o_0
    There are people dumb enough to sell those things under cost?
    The universe just keeps inventing better idiots...
  6. Quote:
    Originally Posted by Yomo_Kimyata View Post
    I get most of my market pleasure from the SELL IT NAO crowd.

    There is something to be said about buying crafted enhancements at half the price of the recipes...
    On the other hand, for those of us who are crafting most of our current output in search of badges, that's providing us with quite a bit more than the zero inf we'd get from trashing to free up space
  7. So...

    I really like the concept, effect, and animations of the Sonic attack set (defender, corruptor... does blaster get? I think blaster too) but the actual sound effects are somewhat irritating sometimes. Particularly Shriek. It sounds like some 90-year-old is wheezing in my ear. The 'wreaw' and echo-y part is just fine - pretty nice really - but that breath part. Ick! Does anyone else agree with me?
  8. Loving my mace/shield brute hero side. No clue how optimally I'm performing (which of course means probably not), but I'm whacking Nazi wannabes, diet Nazi wannabes, gangbangers, mobsters, robots, terrorists, and aliens with a baseball bat. The crunch sounds are just so satisfying, and Jawbreaker is just priceless because the animation and knockup makes it look like you launched the bad guys by whacking them in the junk.
  9. I'd guess laziness, what with it being a nice round number.

    Or some guy was trying to bid three for 100k and added an extra zero without double-checking.
  10. Quote:
    Originally Posted by Pitho View Post
    I did not like spending half my time "autoattacking".
    And I don't like spending half my time waiting for my clickies to recharge.

    Both problems are alleviated on higher-level characters in their respective games. CO's system offers multiple avenues to shift energy management emphasis away from the Energy Builder at very low levels, just like some CoH powersets mature complete attack chains earlier than others. Not that the average player would figure that out from the documentation, of course, but that's Cryptic for ya.

    Now, if you'd complained about Control powers doing next to nothing to NPCs, I'd be right with you. CoH definitely does that a lot better.
  11. Quote:
    Originally Posted by HacknSlash View Post
    So... what would be good?
    Make the baseline 50 seconds, maybe 40 with 2 L50 IO's in stamina?
    For 0-100 post-encounter, 17 seconds consistently, by removing the cooldown on Rest

    But coming up with a good balance point for in-combat energy regen is hard, and it's also entirely arbitrary based on the balance point the devs want to set to try and make the game enjoyable. Personally, I think we should be able to charge the bar in a matter of seconds and have most clickies eat 1/4-1/2 (or sometimes all) of the bar, but that's because I actually really like Champions' combat mechanics*. Even in the context of CoH's system, though, I think that characters get tired way too easily at the basic recovery rate, so I would personally prefer it higher. Even if that meant giving NPCs a little buff at the same time.

    *Though that's just about the only thing to like.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    Let me start by saying that Fitness seemed like too much of a buff to me:
    /\
    This is the whole point. Not relative level of difficulty, not people wanting an easy button, but that taking Stamina provides such a global buff to character performance and reduction in downtime that to otherwise match it requires tightly-designed builds and/or expensive IO set synergies. That's not good design.

    Personally, I would eliminate Stamina altogether, play with the base recovery rate, and eliminate the cooldown on Rest. But taking Stamina out of the power choice structure where it currently resides as the 800-lb gorilla in the room and making it inherent is better, at least.
  13. Quote:
    Originally Posted by UberGuy View Post
    So, you want people to have to spend more slots to get the same benefit they have today, and you consider that a better result?

    You can't just make a suggestion about how to "improve" the pool and then wave your hand at the fact that your suggestion actually makes the pool harder to use to the same benefit.
    When in the process, alternative benefits to implement more real choice are involved, yes.

    I don't believe that the Fitness pool should exist even as inherent powers. Sucking wind between spawns is an issue of boredom, but there are other good, simple solutions for that (like getting rid of Rest's cooldown). If the base energy recovery rate is too low to maintain combat at a decently fun pace for most of the playerbase, it should simply be raised outright. Inherent Fitness still results in a non-choice, just a less onerous one.
  14. Quote:
    Originally Posted by Kheldarn View Post
    City of GPS:

    "Turn right at the Hellion mob."
    "Detour around Freakshow Ambush."
    "Arrive at destination. Kill Skuls."
    As a GIS professional, I would find such functionality in the game awesome.

    Or perhaps could add it.

    I can haz job maybe? (bloody economy...)
  15. SquidheadJax

    Demon Trio?

    *blinks* You have super-speed IRL, and you're dithering around in a superhero MMO?

    Seriously, I have no idea how people manage triple-boxing. Even dual-boxing, in ponderously slow Eve, and only ever using the second for support or hauling duty taxed the heck out of me.

    No suggestions I can make, just looking on in confused awe.
  16. Quote:
    Originally Posted by BenRGamer View Post
    Again, consolidating fitness would basically just making people have even less slots than they had before Fitness become inherent, as they'd have to put more slots in just to have 1 enhancement for every type (I.E. 1 Health, 1 End Mod, 1 Run Speed, 1 Jump Height)
    Personally I'm not very worried about the overall slot budget. The number of slots is what the number of slots is. Really, the number of powers is what the number of powers is. It's just silly and annoying to only have one good choice in a system predicated on diversity of build choices, which is why I welcome the coming change. I'm fine with inherent fitness, I just think broader tweaks might get an even better result.
  17. Quote:
    Originally Posted by BenRGamer View Post
    That would force people to waste slots, though, to get the different benefits (You couldn't just do what some people do now and just throw a heal IO into Health and not bother slotting it anymore--since it'd all be one power)

    But, I do believe that's how the Incarnate system is going to work.
    If all someone wanted were the Stamina benefit, then that wouldn't change the amount of slotting that typically happens now. And if the benefits were ranged in the magnitude of set bonuses, then choosing to stick a slot in another power to fit a bigger set would likewise be a viable choice instead of a non-choice. Conversely, it'd be the 'poor man's' shortcut to getting a boost or two that they can't afford (or slot, if they don't have compatible powers) all the relevant full sets for.

    I do expect that's how the Incarnate system will work as well, but my understanding is that it will only be available at 50, which doesn't do any good until the end of a character's development lifetime. And I would hope that the selection of benefits from that would be a bit more varied and robust, too.
  18. Quote:
    Originally Posted by The_Cheeseman View Post
    Honestly, I think a great solution would be an inherent auto power that provides very high End recovery, but but that suppresses during combat, much like travel powers and stealth. That way, your character's actual combat effectiveness would not have to be altered, but the boring sitting on your butt doing nothing period between spawns would be minimized. Heck, do the same thing for HP regen, too. In fact, just get rid of Rest and turn IT into said power.

    Obviously, this does not address the mechanical flaws of the Fitness pool's design, but it does help solve the problem of constantly sucking wind after every fight.
    I concur.

    I'd also suggest that, instead of making the Fitness pool inherent as separate powers, have a single inherent power that does nothing but serve as a container for enhancements to apply directly to the character. Have the effects scale in line with IO set bonuses and be subject to ED. That takes the problem of Stamina and turns it into a feature. The player then has a choice of buffing all their energy efficiency, or accuracy, or regen, or... instead of calling out a single aspect as a power choice.
  19. Quote:
    Originally Posted by Memphis_Bill View Post
    /this.

    It makes sense for a RTS, for instance. For the MMO... not so much (since even "in game," it would be logical that someone could, oh, *buy a map of the city* and find where they're going. Or look at the ones on the trams, blueside.) Admittedly it helps keep track of where you've been in missions, but for the zones themselves... not so much.
    *snerk* So true.
  20. Quote:
    Originally Posted by Jabbrwock View Post
    Close to zero. Just look at the top builds for almost any AT - they include tons of IO sets and Stamina, with very few exceptions. There's nearly always something for your character to do with more endurance, whether it comes from recovering more or spending less.
    Makes sense.
  21. Quote:
    Originally Posted by DiscoMetalStu View Post
    you took that out of context. my original post was about an alternative to inherent Stamina by giving a third option. i offered the choice between 24 gimped powers, 21 supercharged powers, or a whole new pool power set that allowed some flexibility between those two. this is what i had previously posted-

    The Training Pool!
    ...
    Same issues.

    Only difference is having a chain of three powers that improve every power you have (and even more aspects of the character) as opposed to a stack of three with the every-power benefit only at the top. Better than current Fitness pool, but still a non-choice if building for effectiveness.

    I find myself thinking about something else now, though. IO sets complicate things. Since IO sets seem to almost all include Endurance reducers, to get their full set bonuses one must almost always slot in End reduction anyway. Since Stamina's benefit to all active powers derives partially from less need to slot End reduction over other enhancements, what will the effect be on the popularity of IO sets?
  22. My young Widow is too low-level to shift alignment just yet, but being the daughter of a pirate and a ninja, she knows that it's more important to follow the money than running around beating up people for teh evulz.
  23. Quote:
    Originally Posted by DiscoMetalStu View Post
    ...eventually i figured out that Stamina made up the difference in endurance that the toggles drew. suddenly i was a better brute. ...
    Um...

    You just explained why Stamina as a power choice is lousy system design. It's something that enhances every active power a character has by freeing up enhancement slots that would otherwise have to be conservatively dedicated to energy management. Getting it is an absolute no-brainer, even with an cost of three power picks - you get the choice of 24 gimped powers or 21 supercharged ones.

    Now I hope they look at something to mess with regarding Hasten, though. It's in a similar category. I'd rather see it totally dropped or given an Endurance cost tax than made inherent, though.
  24. Quote:
    Originally Posted by _23X_ View Post
    while we are getting free fitness "because everyone uses it" can we get free Hasten as well. I am sure the same everyone that picks fitness also picks hasten.

    also we'll need hasten that much more no so we can burn through all the extra endurance we'll have now.

    Or is that too much to ask right now ... yeah may need to wait an issue or two.
    I think this is more an argument for Hasten not existing, period.
  25. Quote:
    Originally Posted by Streeja View Post
    I thought the change was a great idea at first. After a more thorough review, I now have to say I think this change is bad, very bad. Yes, you get more choices, but sometimes too many choices is bad. I am affraid we will now see everyone with leadership and fighting pools and possibly other select pools that just could not be squeazed into the build before. That forced a more concentrated effort to really decide what you wanted a toon to focus on. If you have everyting, then the focus is lost to some degree.

    I hate to mention other games in the forum (specially if it is not a direct relationship), but Champions had a very bad problem because of too many choices. Toons became so independant that people were reluctant to team up with pugs. And cetain combantions of powers were far more tougher than others by far. I know that will not happen to that degree here, but it was an unforeseen outcome. What will we do with the unforeseen outcome here?... Start nerfing to re-balance? Just something to think about.

    Also, if the benefit is just for lowbies, how long to you stay below level 20 anyways? A day, couple days, or even hours?
    Then maybe they'll start looking at the pool powers as a whole and seeing which ones need refocused or repurposed. The fitness pool is easily the worst offender, as taking Stamina objectively is a massive boost for a single power. Upping energy recovery is essentially the same as slotting an end reduction enhancement on every power you have without spending the slot. I don't know if other pools have such issues, but if most people were squeezing them out of their builds before in favor of AT, epic pool, and other pool powers, then it would seem they're at least not as broken as Fitness.

    As far as teaming, people who want to team will team and partake of team content. People who don't, won't. Playing in teams is always more effective and dynamic*, but the human factor can easily spoil the fun of teaming and turn people off from it. A solo-friendly system means that people who are turned off from teaming aren't necessarily turned off from subscribing.

    Finally, ignoring the low level experience is a great way to strangle the flow of new subscribers. Focusing on starting levels in Praetoria with the Going Rogue release and shoving every new player into that richer experience first shows that Paragon is aware of this, in contrast to, for example, Cryptic's STO team and the absurd upside-down leveling curve and low level crawl there.

    *Even in CO. It's just that difficulty in the open world is generally already too trivial to notice, and anyone who doesn't team isn't encountering team-scaling instances or set-group instances.