Stormfront_NA

Legend
  • Posts

    682
  • Joined

  1. The chance for a miss, only makes sense, it hapens in real lif, even the pro's fumble from time to time.

    As a soccer mom, I seen many kids with incredible skill and physique kick balls in all manners of positions and angles, simply incredible, but then from time to time they simply choke and totally miss hitting the ball at all. I remember this kid had a ball thrown, no players around, not even the goal keeper who had been caught completely flat footed, all the kid had to do was to simply tap the ball in. But in his excitement, he decided to kick that ball as hard as he could, instead he overcompensated kicked to soon, and the ball simply rolled past him as he comically fell.

    The 5% chance of a fumble is actually a bit reallistic and could provide a bit of comic relief for the other players of course.

    Now I have complained in the past about the so called random number generator, which really turns hit and defense statistics to meaningless. I remember one night going with my Scrapper fully decked out running the increased perception/accuracy epic having a 95% chance to hit. I verified so by looking at the roll displays, to my great anxiety my hit percentage was more like 50%, angrily, I scrolled back up and checked my rolls, to my even greater anger I realized for the past 15 min all I have been rolling numbers between 90 and 99%, no rolls below 90%. It does not happen often to me, but I do get these mean streaks once a quearter perhaps, often when I see this happening to me, I finish the Tf and quit the game for the night. I also have seen mobs attacking me and hitting me with a very unfair consistency despite my capped out defense. So I check their rolls, and low and behold, they can't roll above a 10%! Another cause to finish up and quit the game for the night. I know this horrible statistics deviations does occur, but not often, I guess bad luck is just that: bad luck!

    Hugs

    Stormy
  2. Hugs

    Thank you all so much

    Sue
  3. Hi:

    I recently noticed that some of my characters have a WW teleport and something regarded as an Enhanced WW teleport. I frankly have no idea how I got them, to begin with.

    I believe I can get the WW teleport power from simply logging out at a WW, am I right?

    But how do I get the Enhanced version, and after I spent all 10 charges of the standard WW can I get more, and if so; how?

    Thank you

    Sue
  4. Hi:
    I have some characters with binds, that would like to utilize with other alts and perform a few adjustments. But by now, I can't remember how I did the bind for them. Is there a way in game or our of game, where I can see how the bind command was written?

    Hugs

    Sue
  5. Mmm..

    Interesting considerations indeed, but I would point out just because the enemy group is lower leveled bracketted, it does not make them lame. I would offer the Vazhilok, I certainly was happy to outgrow them, ha ha ha.

    While if effort is going to be made to make new enemies, why not make a new TF to go with it, ya, I go aong with that, I want lots of new level 50 TFs! But somehow, I am leaning to believe that regtrofitting old TFs to become level 50 would be less work. In fact, if the TFs could be made more scalable, then they could be done at any number of levels, and be much more fun for players of all levels as opposed as say a Positron where mobs are only level 15-16; it would be nice a level 10 group could engage Positron mobs at level 10-11; but also a group say level 17 could try it out on the new flex Positron and find mobs level 17-18.

    Stormy
  6. Mmmm

    I don't really have much of an issue with the 2 hour recharge time, would be nice if it took less. What I have issue is how easily it can be interrupted; that is truly annoying!. I go well out of my way to fly away from everyone in the group, and yet it seems if anyone uses an Oro portal anywhere in the zone, I get interrupted. Frankly the Mission tp should happen as quick as one can open an Oro portal.

    Sue
  7. I agree to simply remove these questionable drops, and make them available at the arena or other places you can buy temp powers.

    Stormy
  8. Mmmm

    I believe the "/kick player name" does work, I have used it successfully in the past.

    The real problem I have is remembering the player name and usually odd spelling of their name.

    It would make life easier, if the TF team screen would keep all members of the team displayed with the not-logged ones greyed. This way, I can use the kick button that comes with the GUI on them.

    Hugs

    Stormy
  9. Stormfront_NA

    Boosting RWZ

    Quote:
    Originally Posted by IanTheM1 View Post
    I'm assuming the mothership interior would be some sort of instanced map? Because otherwise I'm fairly certain it would lower performance during ship raids pretty badly.
    Frankly did not think of it that far, but ideally it would be a new zone like instance, so folks participating in the raid can go in an out of the interior of the ship. So if they are defeated and go to hospital, they can return to their team.

    Stormy
  10. Mmm, interesting concerns...

    Somehow I was thinking the scaling would work as it does in AE, but it is possible that some mobs are hard-wired and thus not automatically scalable, and correctly so would require some work to make them scalable.

    Agreed if the mobs would not scale up power variety wise, the TFs would likely be too easy and farmable beyond belief! But if they can be scaled as the are done in an AE manner, so would their powers. On the other hand, the pragmatist in me thinks that so what if they don't get any more powers, at the end even at level 50 all the mobs end up using are one to four powers anyways, the very same they would have used at level 15.

    Stormy
  11. Hi:

    It occurred to me as I saw so many players complain of lack of level 50 TFs to do, why not take the lowbie TFs and simply scale then to 50?

    Imagine, if you would, going to Positron, Synapse, etc as a level 50 and Positron gives you the choice to go Classic (level 10-15) or avant guarde (50).

    If you choose classic, then your 50 is scaled down to 15 with 20th powers and life goes on as normal.

    If you choose Avant Guarde, you get the exact same missions, but you retain your level 50 powers and abilities; but the mobs are now scaled to be level 50 or more as per the TF settings. This way you can enjoy the old content from a different perspective and still enjoy the powers and abilities you worked so hard to attain; also you can get purple recipies as well (he he he).

    I believe the game engine already allows for scaling, so it may not be too difficult to have the upper level variant of the TF.

    I would agree its a cheesy way to add level 50 content, but its simple and actually would be fun too.

    Stormy
  12. Stormfront_NA

    Boosting RWZ

    Hi:

    Having been into a number of mothership raids back to back, it occurred to me, why not try to make more out of this zone?

    Why not have the RWZ be a real battle zone? Why not have it constantly bombed by Rikti warships in order to protect the mothership that crashed there and is being repaired or salvaged. Simply put, let that zone be continuosly treated as invaded.

    Then do more with mothership raids, after we destroy the beacons, the shields go temporarely down, and we get to walk over the top of the ship. We can then destroy a few grates and place bombs to release a GM, and then its a free for all battle royale between Rikti and us. The question can we do more with this?

    I am not saying make these changes anytime soon, for all I care they can be I20 type stuff.

    But I figure after we blew the grates and destroyed the GM, we have the opportunity to destroy the top of the "Bowl" of the Rikti ship and get to penetrate the ship itself, having battles in corridors, control rooms and what not. As we get deeper into the ship the resistance does get stronger, as the Rikti become more desperate to repeal the invading humans.

    Eventually the shields are re-established, but instead of automatically sending us back to base, it prevents us from returning to the ship itself, so the players can continue fighting afterwards and eventually attrition put an end to the raid. On the other hand, a second assault onthe beacons could be performed to bring down the shields and provide re-enforcements to the players already withi the ship.

    I would like to think something like this would make the zone very much more dynamic, with teh invasion status destroying the beacons becomes quite a bit more challenging, and then going inside the ship would be a new and exciting feature.

    I could then see, once this set-up has matured, that penetrating to the core of the ship, would be the starting point to an all Rikti world TF where we find ourselves fighting in behalf the faction trying to stop the war and let us be.

    What you all think for a future effort?

    Stormy
  13. I would love to see regular raids on Saturdays and perhaps on other days of the week, so folks who can't make it on Satrudays can still get to enjoy it sometime during the week.

    With regards to leading, I would be ok to lead a team, but don't feel confident enough to do the entire raid.

    Hugs

    Stormfront

    Ps: I been going to the Monday raid classes, giggles
  14. Stormfront_NA

    AE ticket revamp

    The whole idea is to make AE better and encourage fine mission development... It would be nice if we used our energies to achieve that, than simply nitpick the suggestion.

    A somewhat good observation, is that any improvements would result in a direct increase in the proportion of farm missions. Is there a way to achieve making the AE system better and not have farming directly associated?

    Another player did indicate, and credibly so, that using the bronze random roll could yield a disproportionate amount of wealth. While that has never been the case for me, not even remotely, I can see how it could be for other, obviously lucky, players.

    I could pragmatically see where a change on how the ticket system works would be needed. In fact make it work like the merit system. If one looks at the merit system, the cost in merits for recipes are fixed, 125, 175, 200, 240, etc. Based on their rarity or what not. Also the random merit roll is quite expensive, and it does resemble more like a lotto win to get anything worhtwhile. So perhaps the bronze, silver and gold rolls can go away; the range of tickets that can be saved be dramatically increased and a ratio of ticket to merits be agreed to. Say 1 Merit is the same as 100 tickets; thus any recipe you choose would have a direct correspondence to the merit system cost values. So a 100 merit recipe would cost 10,000 tickets, while a 240 merit recipe would cost 24,000 tickets. The random roll for tickets would cost as much in its own relative scale as the merit value and the availability of recipes to be acquired via random roll would be the same as the merit system. Thus addressing the concern about random bronze rolls, and also allowing for level choice of the recipe.

    Oh Penny, you ask for numbers... When is the last time you walked inside an AE building? When is the last time you heard repeated broadcasts for folks recruiting into an AE mission? If you where to pay attention, you may find your number question irrelevant, kinda of not seeing the forest for the trees situation.

    But I see a common denominator into the rejection to the suggestion, that is a phobia of farming. As a response to this phobia I am reading the "Dev Said". "Working as intended", "Give me hard statistic" type excursions.

    Perhaps part of this thread should be focused in improvements to AE that could be done with out encouraging farming, or at least make it less exploitable.

    On the other hand, good, bad or indifferent, farming in its many manifestations is part of the territory; can't be avoided. Its like crime in America, should we not stay inside our houses and never exit because someone may mug us?

    To be sincere, I feel the devs has done an outstanding job in preventing farming and exploits in AE. That there are some exploits out there, probably, after all there some very smart people out there.

    What I don't like about AE and why I don't use it is its Ticket system, I simply do not like the lame random roll part.

    Stormy
  15. Stormfront_NA

    AE ticket revamp

    Hi:

    With all the changes, AE has fallen in disfavor by many players and is hardly used anymore. It is a truth at its hight of popularity it was really utilized as an exploit device for quick leveling, but it still has many honest and sincere good missions that are fun to do and explore.

    The problem I see with AE is that it fails to produce or have a good reward system. I frankly find going out into the streets and just mogging mobs to yield better drops and wealth than the AE ticket system. Doing level 50 newspaper missions, in simple mode, has gotten me purples, something I can not possibly hope for in AE.

    So the question at hand, is can the ticket system be revamped, upgraded, to be more appealing? Such as it the merit reward system.

    The first problem with revamping the ticket system, is too low quantity of tickets one may store 9999. Perhaps if it could be increased to 99,999 a greater span of choices could be offered.

    The second problem with tickets, is that you can not specify the level of recipe from a random roll, if you are 50, you will always get the highest level of the recipe yuo rolled for. Since I often do Positrons, I have a second build specifically with low level IOs to ensure the benefits are there for me when I get level nurfed. Unfortunately AE random ticket is useless for this purpose.

    The third problem with tickets, is that you can not choose the recipe at all, you are limited to random rolls; sadly if you want a specific IO recipe type, say Level 20 Miracle heal, the odds of you randomly getting it are just too cruel to be practical.

    Like the merit system, you cant roll for purples or buy either. Perhaps a way to get AE back to the mainstream is to be able to randomly roll for a purple, but I would suggest that it should be possible after the ticket limit has been dramatically increased. Say it takes 50,000 tickets for a random purple roll.

    I would think using 10,000 tickets as a base cost for common recipies could be used, with an increase of 10,000 per scarcity of recipe type and an added 10K tickets for uniques.

    Any thoughts of what the ticket for recipe exchange should be?

    Stormy
  16. Quote:
    Originally Posted by SwellGuy View Post
    Common salvage - 8 AE tickets for a random roll

    If that is too hard for someone who doesn't like the sometimes crazy common salvage prices I don't know what more people want the devs to do.
    Good point, problem "Random" roll... Withh my luck, might as well pay stupid price or go out and get the drop myself...

    What devs could do? Is take out the stupid random, and let you simply buy what you want, to include recipes as well... Well they could leave the random for those who like to gamble, but for those such as I, who do not gamble, the option to buy what you want is very much preferable.

    Stormy
  17. I have to feel sorry for the poster, I know the feeling...

    With regards its a bad idea because...The devs said never!

    I recall many player/posters reciting the mantra, the dev said, no,no,no.

    I also recall so many imperative players basing their opinion on the "dev said" as it happened in the market merger, sharing items in co-op zones...The you are dumb if you think that will ever happen because the "dev said"

    Well guess what? The Dev changed his mind! Despite all the posters who sheepishly go along with anything the dev says, there were few other players who kept making on their case, and eventually were able to get the dev to understand their position, and subsequently the dev reversed his position. Go figure that!

    The fact that devs can listen and are professional enough to reverse their positions, is in fact a very, very good thing! Something we should take adventage of in this particular forum section by trying to be actually constructive and informative.

    I do not believe its constructive or informative to simply state":

    1. The dev said, I want "your" opinion; not a sheepish repeat of what the dev said. Its ok to agree with the Dev, by all means its ok, but if you gonna use the "dev said" argument, please detail why it is a good argument besides the "dev said".

    2. Signed or unsigned, its valueless; we need a reason to understand why the idea is good or not

    3. Profanity or insults, if you don't have the intellectual power to make an intelligent argument; you think using profinity will make suitable substitute?

    Now some reasonable arguments, I seen posted above...

    1. Your 50 mastered the primary/secondary specific sets; fully re-inventing your alt would result in you being a newb on the new alt.

    This is a very good point, but...

    The newbness in general is very short lived, unless the player is an idiot, if so no matter how much time is spent, stupid is stupid.

    The player may have experience in that primary and/or secondary through other Alts.

    The player could go to test server and train int he new power sets.

    The player could be trained and mentored by other experienced players, sg members, friends on how to assemble his new alt's powers and use them.

    2. Some power pools are aweful at the beginning and others are not; thus it is unfair for a player to level his alt thru the easy pool and then change to the tough pool.

    Questionable point here...

    Frankly most power pools are relatively evenly balanced, so if one is easier than others, it is likely a perception matter based on personal play style.

    Perhaps a who cares? may be appropriate. If a player chooses to play an easier path and then switch, so what? How does that impact you personally?

    3. IO sets may not be compatible from one alt set to another

    Now this is actually a very good observation, because the likely hood that they would be 100% compatible is about 0%.

    Yet, if one wants to totally re-invent their alt, who cares? So they trash a billion or two in IO sets, its no skin off my back; its their skin!

    From a take influence off the game, the trash the IO sets in large scales, is actually a good way to take some wealth of the system.

    4. From a Role Play perspective, the re-invent is absurd.

    Think of Aquaman suddenly becoming the Flash, because he re-invented himself. Our alts allegedly developed a reputation, they are known for their powers. Imagine Storm from the X-Men abandoning her Storm Summoning powers to have instead Archery powers, ackward would it not?

    But then, marvel has gone thru power resets and re-invents...


    Now why would this be a good idea?

    Personally I like Champions server, and I have already maxed out my number of character slots in that server; yes I spent money buying the added extra slots, and all of them are filled with level 50 alts. Many of my alts are very similar to others, so when new powers comes out, I would like to try them out. Sure I could always delete a level 50, which is fully decked out, and start with another level 0; but then I did labor and invest in a fully fledged level 50, so why totally throw that away, when a re-invent could be done instead? Incidentally, prior to re-invent, I would heavely research the powers, talk to the experienced players on those powers for advise and mentorship, etc.

    The ability to totally re-invent a character's primary and secondary is available on other games such as Dark Age of Camelot, so the concept is not alien and universally considered ludicrous as some may try to pass it as in CoH. I remember the concept of self mailing available in WoW was a no way would happen here, the devs said...

    The game is supposed to be fun, sure one has to be careful when my fun does impact on your fun, but it should not be a total pre-emptive denial of my fun either. I believe if folks want to change primary and secondaries to just try things, why not? As long as, the player practices some form of discipline and courtesy to others.

    Hugs

    Stormy
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, they are the only reason Commons are... Well, common. I don't think this will hold true forever, however. I fear the day when people get all their badges and the easy supply runs out.

    Then what?

    As of lately, I now sell everything I get, except truly valuable rares and purples for 50 influence, but then I am after WW badges. It is likely, I will just consistently dump salvage and recipes into WW at low cost to help other less fortunate players.

    Frankly, as mentioned before, I would like to see regulation take place to control the idiotic prices of stuff, the artificial hoarding and then over pricing of common salvage as a whole.

    Hugs

    Stormy
  19. It would be great, also not all boots have the matte finish either...

    Stormy
  20. Mmm

    This is an interesting topic, for it addresses a means to actually remove larger amounts of influence off the world as opposed to 10% use tax. It also addresses from my perspective for a means to level the playing field from a PvP perspective between addicts and casual players.

    I had in the past, advocated for all recipes and salvage to be available at the vendor at a price 10 times higher than what they pay if you were to turn in the recipe or salvage to them. Thus crafters and sellers of loot can keep their profits between the low cost sell to a vendor to a ten times the cost buy from a vendor. If one is impatient, the influence is spent at the vendor and removed from the game. If one negotiates through the market, then 10% is removed instead.

    Hugs

    Stormy

    Perhaps the ten times the price, may not be just right, it may be 10 for white recipes, 20 for yellow, 30 for orange and 40 for purples...
  21. Hi:

    By now many of us should have lots of alts, such as my case in where I have 34 level 50s in Champions alone. As it occurs periodically, chat channels comes and goes, and if I choose to subscribe to a new channel, I find myself having to go to each of my alts and add to my chat tab the new channel.

    It would be convenient, if I could do such a process in one of my alts, and have the means to instruct the client to replicate the addition of the new channel to all other alts in that server.

    As I indicated, its only a quality of life improvement, not a dramatic change to the game suggestion.

    Stormy
  22. Mmm

    I see a bit of dev bashing, and some pointing fingers at them for not developing well enough to pre-empt them.

    In general that is grossly unfair, when you have say 4 variables, you could have 4x3x2x1=24 possible combinations. Now just imagine all the combinations CoH has to offer, and to make it worse, its not a simple combination! For instance say instead of two numbers at a time, CoH is easily a complex conglomeration I would say of no less than 8 sets of numbers (parameters) [ie 00000001, 00000002, 10000001] so the number of combinations is simply staggering. I frankly find it impossible for any dev or group of devs to account for over a billion possible combinations. So there are going to be cracks on the wall, its the nature of the beast. If you really think of it, the fact that there are so few exploits, its a tribute to their professionalism.

    Now, perhaps, how they go about fixing these exploits or errors could be done better. But when the dam is cracking, no one cares if the concrete poored on it is of the right color.

    Hugs

    Stormy
  23. Hi:

    Just getting around to make a mission, so I can use it for benchmarking my various alt buildings. When I get to the custom character editor, I see where I can choose if its a minion, lt, etc. When I go the second page, I can choose his or her primary powers, but I see a slider bar which lets me set exp at a level, ergo 1 thru 50. I really don't understand what this slider bar is supposed to do, the description is to vague.

    Can someone please explain what its significance is?

    Hugs

    Stormy
  24. Quote:
    Originally Posted by Sharker_Quint View Post
    i think you don't understand what forb was saying. by locking in to a power, he means that the enhancement can not be moved to another power freely. and honestly, all they would have to do is the same thing WoW does with soulbinding equipment. that makes it so that those io's could only be sold at a vendor instead of at the market.

    as for the idea of a prespec, /unsigned for the various reasons mentioned.
    Sharker, I suspect you did not understand my response to Forbin, or what I was trying to convey.

    You simply repeated what Forbin had asserted.

    I simply logically challenged the assumption that locked is a permanent state, and indicated that locked items could be unlocked.

    Now players could for personal reasons demand that locked be treated as permanent, and suggest that IOs can not be transfered to another player once the IO have been "used", save the exception via a respec and then limited to ten per try.

    But frankly I believe it's inappropriate to use "lock" as an excuse to reject a means to uninstall attachments to powers. There should be other more valid an reasonable justifications than "locked" "devs needs an influence sink", etc.

    Stormy