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Well, for my MM's I tend to pull my macros from this thread..
http://boards.cityofheroes.com/showthread.php?t=118880
Though it does seem to miss one in the macros section but metion it a few time. that macro is...
/macro AtkP petcom_all attack aggressive
hope that helps -
Although the only wizards explicitly named or mentioned in the books are the Istari, there are several allusions to there being many other, lesser wizards in Middle-earth, just as "magic rings" are treated as much more commonplace than the Rings of Power, although none are actually seen.
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The 'Wizards' were Istari, who were an organization of Maiar spirits sent to aid the Free Peoples of Middle-earth against the return and rise of Sauron. They just took the form of old men. Wizard was just how they explained away thier powers.
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Here's hoping! Been playing my stalker a bit more recently with it's last leg to 50 and incarnate-ness, and escorts are a pain in the rear end when you can'tgo more than 4 feet without the escortee loosing you.
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Ok, just read through the whole thread and thought I'd add my thoughts on the various things said here.
First, I'll state that of my 5 50's so far, my first 3 were Blasters. Neo-Chamber: Energy/Energy/Force, Tess Trueshot: Archery/Energy/Munitions and Psi-Fire Fire/Mental/Flame. All 3 play VERY differently. Tess is an extreme range damage dealer, with a few melee attacks as a 'DIE NOW!' option on those things that get too close, but generally doen't survive very long in melee range. Neo, though only taking 1 melee attack from /Energy is much more suited to extended melee encounters thanks to his many defensive pool/epic/accolade defensive toggles and clicks. Psi is my, well, I suppose Blapper would be the best description, though I like to think of her as my Mezzing-Blaster-Tank. That being said, I still don't concider Blasters as a Melee AT. Simply because, being able to to attack at melee range, sometimes effectively, doesn't equate to being a melee fighter.
I do though, like the idea of a MA themed secondary for Blasters. Or at least something more Natural origin, and all 3 ideas shown here each have thier appeal and seem to have been very well thought out. For a long time I've had to shelf ideas for Natural origin BlasterS I've had because of the lack of secondaries for more Natural origin toons. For a long time we only had Archery and Assault Rifle for primary options and the addition of Dual Pistols was great. Beam Rifle is the newest primary that could posibly used for a Natural, but still leans more to the tech side of things. Then there was the secondary choices, which have always been either the tech heavy Devices or Energy. And though I love the mixed bag there is in Energy, it can get a little boring working with the same powers over and over again. So, a melee heavy secondary MA set for Blasters would seem fine to me, as it would give more of a balance to the Devices secondary with all it's utility powers. I suppose another option for a Natural Blaster secondary whould be a Trick Arrow like set with a few of the soft control attacks from TA combined with some self buffs and some new arrow melee attacks (think Legolas-like attacks from the LotR movies). -
Kai got a common from sister solaris and astrals
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last nights rolls
Neo got a common from Praetor Duncan and astrals
Tess got a common from Dream Doc part 2 and astrals
Didn't have time to run kai through Sister Solaris' arc -
last night's rolls
Neo got a Common fron Mu'Vorken's arc and astrals
Tess got a Rare from Drream Doc part 1 (yay, T3 alpha) and astrals
Kai got a Common from Preator Duncan and astrals -
Neo, Tess and Kai all got Commons and Astrals from their runs today.
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ok, found this thread a few days ago so thought I'd keep track of my runs and post. 3 toons, Neo Chamber, Tess Trueshot and Kunoichi Jounin Kai.
Kai, first run, whole arc: 5 Common, 1 Uncommon
Kai Flashback: Uncommon, Astrals
Neo 8 Flashback: 2 common, 1 Uncommon, 1 Very Rare (Yay!!) 4 Astrals
Tess 8 Flashback: 3 Common, 1 Uncommon, 2 Astrals, 2 Empyrean -
Those poor quebecians mising out on the give away again, at least us EU folks aren't getting left out again.... oh, wait a minute....
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Ok, logged in briefly for some KB testing. L50 energy blaster, location 1 Kings row, around the parking lot opposite the vault, enemeis L6 skulls. Blasted their corpses back some 10-15 feet. Bit of a decreace in usual KB distance.
Location 2 PI, enemies L47 nemisis, rikti and carnies. KB, 1-3 feet... ummmm definatly not right. -
I agree as an option, but as a blanket change, I hate it. Neo Chamber was built around the KB, as he is thowing around pure bio-kinetic force. But on other characters on other AT's or power sets, I could do with less KB
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Quote:At last, been waiting for this since i started playing!Miscellaneous
- Blue and Green Circle of Thorns crystals (typically found in Oranbega maps) will no longer interrupt power use or trigger the timer on Incarnate ability equip and unequip functions.
really hope the KB bug isn't to stay though. will spell death to KB centric toons, like my main, an energy blaster. -
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Quote:There is so much in this game, other than costumes, that you can can have as unique a gaming experience as you wish. The only person stopping you from having a unique character build or gameplay experience, is you.*snip*those of us for whom uniqueness in gameplay is more important than uniqueness in costume.*snip*
You build your characters in such a way because you concider certain powers and slotting options as nonsensecal, where others do not. I have had a fair few toons in my very nearly 4 years in this game, even though i've only got 4 of them to 50 so far, (Damn my altism). I have tried a few of each AT, but mostly I seem to end up enjoying blasters the most. Because of that about 40%, (give or take a bit) of my toons are blasters. and each one of them, pre and post Inherant Fitness, have had very different builds and had very different gaming experience. If you haven't that is more about you than what the game has to offer. -
Not misleading for the perpose of figuring number of characters, on average, in game. As anyone with a second account, at least prior to freedom, are not likely to have done so for 1 or 2 character slots.
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Quote:Wow, I'd play it.Going to chuck the list thing in favor of one idea I had that sort of balances between a really GREAT idea and a really HORRIBLE one... I can't decide which is truer...
You decide...
Hell, I'd be more of an altist in that game than I am here trying out all the different professions. -
Quote:Meaningful choice versus pointless gimmick huh? well, lets see shall we?No, because the suggestions I gave are all geared to giving players choices that are meaningful.
Quote:I still feel that we need new power pools to expand character customization options. It would be great if we could link new power pool access to the completion of a TF, just like the villain Epic powersets are linked to villain plot arcs. Make a TF where the heroes need to stop someone from using some grand device, and have it so a single hero must sacrifice themselves to end the arc. "The backup controls are inside the reactor chamber", says the NPC, "Someone's going to have to go in and switch it off manually." But instead of dying, the hero survives with new access to new power pools. Players would play this over and over (since only one teammate gets their pool access per run), and it would provide character customization that's linked to the backstory (which we only have with the villain epics and the incarnate powers which are linked to the Well of Furies.) Lots of choice, lots of consequence, and all deeply immersive.
Quote:Let's revive street hunting. Pick an underused zone -- I'd choose Boomtown -- and make it a faction war. Have council fighting 5th column fighting vahz fighting trolls fighting clockwork. But put in a mechanism such that if players defeat enough mobs of one group, they disappear for a week or so. If enough of the factions disappear, then one faction will 'win' the zone and start making advances on Steel Canyon. This will spawn a faction-themed giant monster and a NPC monitoring the situation who will sell faction-themed temporary powers. If you want to fight the Council's giant mechaman, or if you want to buy a temporary Vahz vomit power, then you have to help the appropriate faction win.
Next gimmick is "complete task X to spawn GM Y or gain temp power Z" both example already in the game and both gimmick no more meaningful that spawning babbage during the synapse TF, the Kronos Titan in in Crimson's arc
or warwolf whistle in Stephanie Peebles arc just to name a few.
Quote:Put in some code to create new minion behaviors. Players know how to use the terrain to their advantage -- every now and then minions should shoot from behind boxes, gaining AoE defense. If a runner gets out of sight of the players, he should spawn an ambush and return with them shouting, "I ran and got help! Here comes the cavalry!"
Quote:Create traps (visible only to those with +Per powers, including Tactics) that do nothing but raise an alarm and cause every support minion nearby to click on their force field or heal.
Quote:Code some support minions -- especially incarnate level ones -- to always have their force field and buffs up, instead of waiting for the players' alpha strike.
Quote:Have organized groups like Longbow and Malta use some tactics, like organized formations and focusing fire on perceived threats. When the Ballista shouts, "Focus fire on <villainname>", all the Longbow
shift to that target and the player's healer better help them out.
Quote:Instead of having fixed dialogue choices that eventually lead to the one possible mission, have actual branching mission options. You choose to help Twinshot, you go on that mission. You decide that you don't want any part of them, you go on a different mission which sucks you into the storyline a different way. Can you imagine having branched options in a mission arc that eventually lead to multiple endings for that arc? I'd play the crap out of that mission arc, and each time I'd make choices customized for my character and get that character's chosen consequences.
Quote:I'd also like to see separating of teams (a villain phases half the team into an alternate mission (really another floor of the same mission))
Quote:customized arch-enemies (the competition has this), and missions and enemies that are customized to your powers (If you have fire powers, you get selected to go on the mission 'Track down the villain who froze Perez'. If you have psi powers, you're sent to look for the sons of Ishmael. If you have a weapon (sword, bow, rifle, doesn't matter), you go to a gun or tech show and end up defending it against attacking Council. etc.)
Quote:I'd like to see Day jobs have real, in-game effects on the story (commuters/storekeepers/auctioneers/doctors can get a tip about villains attacking the metro/store/auction/hospital).
Quote:I want AI that uses players' tactics against them (Why do so few mobs have taunt? Why so few AoEs? Why have we never seen a mission where the villains have their own emergency medical station, where all the bad guys respawn?)
Quote:I want mobs with the power to steal inspirations from players (high level Banished Pantheon content, maybe? They're all about destroying hope, right?)
Quote:I want power-dampening attacks that disable the last power clicked.
Quote:I want more use of the 'prison' system in missions, to put defeated characters into deathtraps that they can get out of by solving a puzzle.
Choice in games is a gimmick, even in single person games, more so in MMO's. Freedom of choice in any game is an illusion. There will always a finite number of paths with their own rewards. Most players will still plan their path through the game for the best rewards for them rather that a path that would be more apropriate to their character.
*SPOILER ALERT*
Consequence is also a gimmick, unless it is truely punitive. Any consequence that isn't permanent is pointless. A choice of certain death means nothing if it doesn't actually result in death. Mass Effect for example has a true choice with a true consequence. Save team mate A team mate B dies, Permanently, save team mate B team mate A dies, permanently. And even then for many players the choice comes down to which team mate is more used to the player. Overlord 2 you get to choose a First Misteress, the consequence is what mount is availible for your minions in the final battle. The choice is again, what reward makes most sence to your play style not what is more immersive to the story.
Bottom line a gimmick is a gimmick irrespective of the illusion of choice it gives the player. The draw to the gimmick isn't the gimmick itself but the reward. That isn't immersion building that is immersion breaking. -
Quote:ok, let's do some math...
You don't understand that people used to have at least three powers in common, but they now have at least 6 to 8 powers in common. That's a loss in character diversity across the playerbase.
Maybe you're confusing 'diversity' with 'diversity of powers in a single character'. That's not what I've been talking about. I'm talking about the population becoming more like each other. The more powers people have out of a limited set of options, the less diversity there is. When everyone can do everything, nobody will be special.
I have 3 blasters at L50.
Neo Chamber is Energy/Energy/Force
Tess Trueshot is Archery/Energy/Munitions
Psi is Fire/Mental/Fire
Pre inherant fitness and excluding temp, vet and booster pack powers character would reach 27 powers in total, that is inhreants like brawl, rest and sprint, primary, secondary, pool and epic powers.
Neo and Tess , who shared thier secondary pools, had 11 powers in common, this made them 40.74% alike.
Neo and Psi had 12 powers making them 44.44% alike.
Tess and Psi had 9 powers in common making them 33.33% alike
Based soley on these 3 characters the average similarity was 39.5%.
After inherant fitness characters would reach L50 with 31 powers, excluing temp, vet and booter pack powers.
Neo and Tess share 14 common powers making their similarity 45.16%. this is a net change of 4.42%.
Neo and Psi share 15 powers giving a similarity of 48.38% which is an overall change of 3.94%
Tess and Psi share 12 powers making them 38.70% giving a change of 5.37%
Clearly, with the bigest chage being less that a 6% change in likeness makes their drop in difference not just small, but minscule. You could argue thast this change is a drop in diversity, but cannot argue that it is anything but bearly noticable.
The Average similarity between the characters is now 44.08% this is an overall increase in similarity of 4.58%. less than a 5% drop in diversity of my 3 toons alone. That's less, on average, of being 2 powers more alike, that is after being given 4 more powers in common, in a single AT That is hardly a "Decimated" by any stretch of the imagination. If anything is is miniscule.
Now lets add Gun Gal to the mix. She was rolled after inherant fitness and is AR/Dev/Munitions. she has in her build only 3 pools and no travel powers.
She shares 9 powers with Neo. That's a 29.03% similarity.
She shares 13 powers with Tess. That's a 41.94% similarity.
She shares 11 powers with Psi. That's a 35.48% similarity.
That is a 39.78% average similarity. and increase of 0.28% similarity. and that is just between 4 characters. Now how about I add in the build I did for my partners Electric/Mental/Electric blaster. she shares 14 powers with Psi Fire due to shared secondary, 10 with Tess but only 9 with both Neo and Gun Gal. That is only 1 power in common beyond the inherant powers. that brings the average similarity down to 36.77%.
That, by my calculation, is an increase in diversity, with a slight decrease with a more limited selection of toons. The problem you see simply does not exist. If I had managed to get round respeccing all my toons to inherant fitness I can garentee there would be and even smaller cross over between all characters.
I'm sure given enough time and data points Arcarnaville could do a much better job of what I just did than me, but have at least shown that my own toon, as well as the builds I did for my partner, are mor different, on average, than they would have been before inherant fitness. To say otherwise is the same as claiming day is night. -
Quote:Again wrong, the build already had SJ and SS, I gained 3 powers from fighting and repulsion bomb from the Force Mastery epic pool, as this particular toon had all 4 fitness powers I also swapped out power boost, as I found out it did not effect knockback as the power description suggested. I replaced it with boost range. Kick from fitness is a bearly used prerequisite power, as would be obvious but the single acc enhancement.Your build gained Fighting and a second travel power, and Arcana's build...gained Fighting and a second travel power. Your specialties weren't lost (although they could have been if you had chosen to take more AT powers), but your characters became much more similar.
Quote:Before inherent stamina, St. Angelus was pretty long-range specialized, with a knockback power, few melee attacks, a snipe and no fighting pool. Arcanaville's build was more generalist, with no snipe or dedicated KB (beyond the natural KB in her attacks) and several melee attacks. (I'm unclear on whether she had the fighting pool before or not.)
After inherent stamina, St. Angelus picked up the fighting pool...and now their blaster is more of a generalist, with both range capabilities and some ability to mix it up close to the enemy.
You'd be hard pressed to make a true specialist out of these powersets.
Your claim is inherant fitness made us both near identical in powers and play style, which is patently false.
Quote:Maybe a comic book analogy would help. Banshee was a long-range specialist sonic blaster who can fly. Psylocke was a short-range blapper with no travel powers. (You could argue she's a scrapper with psi melee, but let's say blapper for now.)
Psylocke at one point wore a costume that gave her the ability to fly, and she learned telekinesis that allowed her more long-range attacks. She's always had good Fighting ability. Let's say that at the same time, Banshee learned to fight (and defend) with his bare hands.
Before we had two blasters, one of whom could fly and shoot at a distance and one who mostly fought at close range. Now we've got two blasters, both of whom can fly, shoot at long range, and mix it up in melee. They're still very different. They're still specialized in what they do. But they're a lot more similar now than they were before.
Quote:I'm not saying that everyone will take the exact same powers. But large fractions of the players will. They have to; there just aren't enough alternate options.
Quote:I'm probably not representative of the player base as it is now. I said that in this thread yesterday. I probably am on the fringe; I'm probably not the kind of player that Paragon Studios wants in their game anymore. I want substance -- as in challenging gameplay -- over flashy gimmicks like costumes and meaningless choices.
That's the entire point of the thread. If the game relies on flash and gimmicks, the people who want substance will leave, just as true wrestling fans left the WWF when it became all show. Can the game survive with just the players who are happy with the sparkly bits? The WWF didn't. The original poster drew an analogy between two industries where customers were lost over the lack of substance in the product.
Maybe that analogy is false; maybe people like me will leave and CoH will continue on happily as a sandbox-like button-mashing costume sim. But because I loved this game I would be remiss if I did not speak out over what I see as potential disaster on the horizon.
Quote:There have been tons of gimmicks added to CoH over the years. Mission Architect, Incarnates, Auction House, Invention System, Hami-O's, Arena, PVP, specific ways to accomplish missions/tf's/iTrials that can't be completed in any other way, Veteran Rewards, Paragon Rewards, Paragon Market, City Info Kiosks, EAT/VEAT's, Super/Villain groups, ED, MARTy, Bases, Invasions, Power/Weapon Customization, Flashbacks, Day Jobs, Multiple Builds, etc., etc., etc.Quote:Want some new ideas?
I still feel that we need new power pools to expand character customization options. It would be great if we could link new power pool access to the completion of a TF, just like the villain Epic powersets are linked to villain plot arcs. Make a TF where the heroes need to stop someone from using some grand device, and have it so a single hero must sacrifice themselves to end the arc. "The backup controls are inside the reactor chamber", says the NPC, "Someone's going to have to go in and switch it off manually." But instead of dying, the hero survives with new access to new power pools. Players would play this over and over (since only one teammate gets their pool access per run), and it would provide character customization that's linked to the backstory (which we only have with the villain epics and the incarnate powers which are linked to the Well of Furies.) Lots of choice, lots of consequence, and all deeply immersive.
Let's revive street hunting. Pick an underused zone -- I'd choose Boomtown -- and make it a faction war. Have council fighting 5th column fighting vahz fighting trolls fighting clockwork. But put in a mechanism such that if players defeat enough mobs of one group, they disappear for a week or so. If enough of the factions disappear, then one faction will 'win' the zone and start making advances on Steel Canyon. This will spawn a faction-themed giant monster and a NPC monitoring the situation who will sell faction-themed temporary powers. If you want to fight the Council's giant mechaman, or if you want to buy a temporary Vahz vomit power, then you have to help the appropriate faction win. Choices, consequences.
How about new tech that can help revive any mission? It's criminal that NPC artificial intelligence has never been worked on. Put in some code to create new minion behaviors. Players know how to use the terrain to their advantage -- every now and then minions should shoot from behind boxes, gaining AoE defense. If a runner gets out of sight of the players, he should spawn an ambush and return with them shouting, "I ran and got help! Here comes the cavalry!" Create traps (visible only to those with +Per powers, including Tactics) that do nothing but raise an alarm and cause every support minion nearby to click on their force field or heal. Code some support minions -- especially incarnate level ones -- to always have their force field and buffs up, instead of waiting for the players' alpha strike. Have organized groups like Longbow and Malta use some tactics, like organized formations and focusing fire on perceived threats. When the Ballista shouts, "Focus fire on <villainname>", all the Longbow
shift to that target and the player's healer better help them out. (In other words, give enemy bosses the power to taunt their minions to attack a target, which may or may not be the players' tank.)
If nothing else, stop making choices for players. Twinshot's arc and the First Ward are terrible about forcing characters to follow the storyline. Instead of having fixed dialogue choices that eventually lead to the one possible mission, have actual branching mission options. You choose to help Twinshot, you go on that mission. You decide that you don't want any part of them, you go on a different mission which sucks you into the storyline a different way. Can you imagine having branched options in a mission arc that eventually lead to multiple endings for that arc? I'd play the crap out of that mission arc, and each time I'd make choices customized for my character and get that character's chosen consequences.
Those are just some ideas. I'd also like to see separating of teams (a villain phases half the team into an alternate mission (really another floor of the same mission)), customized arch-enemies (the competition has this), and missions and enemies that are customized to your powers (If you have fire powers, you get selected to go on the mission 'Track down the villain who froze Perez'. If you have psi powers, you're sent to look for the sons of Ishmael. If you have a weapon (sword, bow, rifle, doesn't matter), you go to a gun or tech show and end up defending it against attacking Council. etc.) I'd like to see Day jobs have real, in-game effects on the story (commuters/storekeepers/auctioneers/doctors can get a tip about villains attacking the metro/store/auction/hospital). I want AI that uses players' tactics against them (Why do so few mobs have taunt? Why so few AoEs? Why have we never seen a mission where the villains have their own emergency medical station, where all the bad guys respawn?) I
want mobs with the power to steal inspirations from players (high level Banished Pantheon content, maybe? They're all about destroying hope, right?) I want power-dampening attacks that disable the last power clicked. I want more use of the 'prison' system in missions, to put defeated characters into deathtraps that they can get out of by solving a puzzle. (Knocking down a door, like with the current prisons, is not a puzzle.)
And yet again you call the constant boost in costume options as a useless gimmick Which is essensially saying, "there should be less costume options because they have no impact on gameplay" when the games genre is all about having distinct costumes from everyone else. It add's to the character's diversity, that you claim to be calling for more of. -
Quote:Paranoia online is a great idea. Anyone who donesn't think so must be commie mutant traitor scum and must die!!Paranoia Online: All the players are against each other. The computer is against the players. While it could be fun, the game would be over in 30 minutes.. tops. So it would be build by very sadistic devs that just wanted to mess with players. Heals are green.. everyone starts out as Red security clearence.. hehe
I was once killed by M&M's at a con by playing Paranoia. I didn't have the clearence for the yellow M&M's.. So I then turned around and shot their character for being a traitor to friend computer... then planted the evidence that they were a traitor to friend computer.
I can not beleive that someone didn't already say Paranoia online...
"Die commie mutant traitor scum!"
*Pulls out experimental killzap pistol, sets to instant death ray setting and fires at Montaugh, instantly vapourizing self*
Damnit! -
Quote:No, it did not support you theory, as you postulated that the both became more generlized, which was totally wrong. Arcarnaville's build became more of a close range specialist and my build became more of a long range specialist, not generalist's like you insist.I'm postulating that characters are more similar to each other than they were before, and that's something we can only measure by comparing two characters. Seeing your build alone doesn't help (and I can't see them from work, anyway). The one comparison that we did supported my theory.
As I said, you are only seeing what you want to see whether it's there or not. You have you're veiws as to what are valuable powers in the pools and AT sets, as has already been proven, other players place different values on the pools and powers avalible than you do. That is another flaw in your logic, that given 3 more power picks everyone will take from that same limited pool of what you concider "useful powers" .
Yes, min/maxers will all gravitate to the same few powers, was true before inherant fitness as it is true now, but those players are not the majority of the player base. players that build to theme or concept wikk still take powers outside of what you would concider the logical choice, just as much as they did before. Even if you add in 5 new pools, the min/max minority will still all end up taking the same powers.
You say you aren't a fringe case yet still insist the new cossie options are useless fluff, which is also counter you all the people complaining in the new cossie option threads that there aren't enough in them as well as all the people in the costume request thread. All you keep demonstrating is that you have very narrow views as you what is good and what is bad, and people time and time again show how much they disagree which your definition of what is good and bad and the only argument you can come up with is they are fringe cases and not representitive of the player base as a whole. well tell me, what make you and your ideas more representitive of the player base? -
Quote:You are still seeing what you want to see in my build rather than what is actually there. Before inherant fitness My energy blaster was a long range specialist. the only melee attacks he had were brawl and power thrust. After inherant fitness he became a long range specialist with greater range, more survivability and 1 more melee power, kick, which barely gets used as it was a prerequist for tough and weave. What inherant fitness did for me was make me more of a specialist, not less of one.Before inherent stamina, St. Angelus was pretty long-range specialized, with a knockback power, few melee attacks, a snipe and no fighting pool. Arcanaville's build was more generalist, with no snipe or dedicated KB (beyond the natural KB in her attacks) and several melee attacks. (I'm unclear on whether she had the fighting pool before or not.)
After inherent stamina, St. Angelus picked up the fighting pool...and now their blaster is more of a generalist, with both range capabilities and some ability to mix it up close to the enemy.
As for 2 travel powers, SJ gave me good verticle movement while SS gave me great horizontal movement, 35ft of stealth, 100% threat reduction, which is much more use in the heat of battle on a team than stealth as it gives a blaster 0% threat generation, and a mule for a 20% slow resist. SS is always on because it is more than just a travel power, SJ is my primary travel method.
And Obitus, no need to appologize, I explained the diff Arcarnaville's build and mine as I knew you were unable to view them at the time.