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Posts
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Joined
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If you need more, I'm usually on and have a couple toons equipped to do them.
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There seems to be a problem with the login. A lot of people have not been able to log in to Triumph and some have said this happened for a while to Freedom.
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Quote:Doesn't feel that way to me with some of my toons at all.There's a difference between needing a specific build, and just going in with a pve build :P
Triumph is dead enough that you don't need a fotm 20bil inf toon to pvp with. Can pretty much pvp with anything here, as long as you actually slot it like a pvp toon. Hell I've even been "pvping" with my pve fire/kin trollah.
I haven't tried since the free server transfers but don't really see things having improved for some of us at all. -
This...
Quote:and...anyone that goes into anything pvp with a pve build is going to get wrecked, plain and simple.
... just happens to be a bit contradictory. Unless you define "amazing" as lasting more than ten seconds before some hypercaffeinated fifteen year old on crack wipes you out in three hits. -
TXB-03B, Bots/FF MM
Mr. Saturday Night, SS/Inv Brute
Bepto Pismol, Rad/Therm Corr
Doktor Black, SS/Inv Brute
Mk IX, Rad/Kin Corr
Rahban, Inv/SS Tanker
Fist E. Cuffs, MA/Regen Scrapper
'roidfreak, SS/Willpower Brute
Sword of Damocles, Bane
Mandatum Aranaea, Fortunata
Shore Lined Poison, Crab -
Quote:I've tried to do PvP but in my condition it's just not really feasible. Besides, getting 50 villains on at once on Triumph is difficult enough much less in RV.I would LOVE to do something like that. 50 heroes and 50 villains running around Rv would be great fun.
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Quote:I have to say I agree.Waaay back when RV was just about to go live I got on test and tried it out. There were a ton of players on both sides in the zone and you could play for a long time without running into the same opponent twice. That was fun.
On live it's more like I enter the zone and I might see one or two people on each side in the /whoall list that are yakking away on broadcast and trading jabs with each other. Once they notice someone new is in the zone (aka fresh meat), they all switch sides to gank the slow kid for one easy kill after another. Not that I mind being attacked in a PvP zone - that's the nature of the area - but when I get killed by the same two characters over and over long before their timeout on gaining any rep from the kill expires, it feels about like the digital equivalent of getting an atomic wedgie from the resident bully every time you pass him in the hallway in junior high. There's just no entertainment value in that.
For all the ******** and moaning I've seen over the years about how the PvP zones are dead, I haven't once seen any of the people complaining make an effort to actually include someone new when they enter the zone. Maybe if they sent a tell and asked the newbie if they'd like to join the PvP on their side instead of switching to overload the opposing side and gang up, there might be a little more interest. And perhaps that does happen, but I've never seen it. (I base this only on my own observations collected over the years in the PvP zones. Most recently the observations were made over a significant number of hours spent last fall in RV getting all the pillbox and heavy badges the hard way.)
Regardless of whether the system is "broken" or not, if you don't try to include people who are just trying out PvP for the first time, they're going to very quickly decide that it isn't for them. The system can't be held accountable for that. I've always picked up on a predominantly elitist attitude from hard-core PvPers (not all, but most), and I have no desire to deal with those attitudes (not in PvP, and not in PvE). Maybe it's better now that all the hard-core PvPers have moved to Freedom, but the aftertaste is still very, very bitter.
Convince me I'm mistaken.
I think if you're looking to introduce new people to PvP, a badging event like this might be a good start. The more people you get in the zone on each side, the more opportunity you introduce for incidental run-ins with other players. Some may decide they don't like it, but some people might decide they're more interested in the PvP than they are in working on the badges. Those are the people you're trying to look for to get PvP going. But if those people never step into the zone to begin with, how are they going to know they like it?
Meh. That turned into a much longer post than I'd intended...
Devs have made things infinitely worse by making PvP "profitable". -
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Well, for all those that "missed" it, you didn't actually miss much.
I did only show up for the last 1h30m with three toons and didn't even get a single badge. On one toon, all I needed was Caleb and despite defeating him three times, I didn't get the badge. Seems I may not have been the only one and just getting infamy and prestige is no substitute. What I wanted was the badge and didn't get it.
For weeks, I've barely played and now regret that I spent money on a GR preorder considering that I'm having a REALLY hard time to justify playing this game anymore. I have until the 3rd of May or so to finally decide.
Event was a bit of a dud for me. -
Quote:Well, if people are using this like myself, they're moving off old, not-often-used characters to free up slots in their home servers.It's balanced out by people migrating in the other direction
So, people are just "dumping" toons they don't want to delete but will probably never log into the destination server ever again.
This will not help balance out the populations at all. In fact, it could easily make things worse. We won't really know for a while. -
Quote:WoW has a bigger userbase to draw from, too, and has the resources to do more specialization.WoW has many servers devoted to PVP and gaming in general is devoted to the PVP experience. Feel free to pretend reality does not exist , however.
PvP is a feature, not the only draw to a game and don't confuse drawing subscribers with retaining subscribers. People being drawn to CoX just for PvP are very few, and very far between and as I said, I prefer CoX's PvP implementation than any other MMO I've played.
The majority of players do not like PvP at all and very content sticking with PvE content. So, the $64000 question is why don't more people like PvP in CoX?
If it were as critical as you say, you'd expect the developers to spend more time on it. -
WoW sells because of a few things, none of which is PvP.
1) They've marketed their game outside of traditional "internet" venues, like television spots,
2) It runs on even lower-end hardware (like CoX),
3) They had cheap $2.00 demo discs at checkouts even at supermarkets, and
4) It's from Blizzard so it's got all the Diablo fanboys out there to draw an initial base from.
Once it started being the next "big thing" in gaming and everyone else had an account, people signed up. It's numbers grew. Had NOTHING to do with PvP. The way that PvP was implemented in CoX was the absolute best way, unlike WoW when you can get killed in PvE zones and have to avoid PvP if you don't want to. (FFXI was like that too)
I have also yet to see anyone actually say they joined CoX only because it had PvP.
PvP is just another feature of the game. -
Quote:I disagree. What kills an MMO isn't PvE or PvP, it's the Next Big Game. It's hard for people to get excited by a game, when the game is now in the cheap bin at EB.And that pretty much sums up EXACTLY what myself and MANY others have been trying in absolute VAIN to point out to the dev's over the last couple of years! As we've slowly but surely watched the dev's drive what could have been an absolutely GROUND BREAKING achievement in MMO PvP History....straight into the dirt...slowly...but surely...running blind into oncoming traffic, not heeding the warnings of wise, too foolish, gluttonous , or otherwise self serving and pompous to believe what us "low-life's" have been telling them for years now...."save your pvp...build upon it...the pvp this game has could be revolutionary...it is but a seedling that needs to be nursed...but it could blossom one day into a great oak.."
Once a new game comes out, those who failed to get in early on the last MMO feel they can become one of the top tier players of the new, fresh game. That largely leaves the elite of the game intact but others leave for what they believe are greener pastures.
PvP will solve nothing (and I think the poor showing of PvP is caused by the imbalance of numbers between red and blue sides). The idea that PvP somehow will ever sell subscriptions is a poor one, at best.
If you asked me zones are filled with elite griefers solely there to farm purple IOs... if anything, the ability to farm for cash in PvP zones has helped discourage many, many people from starting. It has for me, and believe me, I've tried to PvP over and over. Honestly, I just want the PvP badges but know they're all but unattainable (redside).
Simply put, if you want more PvP you're gonna need more villains. It's not that hard of a concept. On Triumph there are always 4 or 5 times as many heroes as villains and I know from experience that as soon as there is any *hint* of PvP action, suddenly you see villains logging out, and logging back into their heroes. Even with TFs advertised on global channels (i.e., Triumph Watch x.x), for every redside TF that forms, you'd have 30-40 blueside ones. I've never kept count, but the difference is very, very dramatic.
As a hero, it's no problem farming pillboxes or getting PvP badges, but as a villain to even do redside TFs like Patron arcs is less ... let me say that I would be more successful asking strangers to donate a kidney.
Again, I think the lack of PvP is nearly entirely the result of an imbalance of players and as it stands, no amount of tinkering of PvP this way, then that way by the devs can really fix that. -
Quote:I repeatedly pointed out conditions, such as how my experience and observations were nearly entirely limited to my experiences in RV on three servers, not the "I have a friend with an unstoppable killing MM machine that made heros cower in crippling fright in their base" nonsense, and yes, the distributions on the server play a huge role on how things unfold in PvP zones, and in the game in general (like Patron arcs).You have some PvP issues though so the jury's still out. (Not just some random insult, made some claimes in the "PvP is so Hero lopsided it's Pathetic" thread that do not apply to Populated Server or good PvP)
I've been trying to give PvP "another go" after people in global channels convinced me to try it again. I had all these 50s and not really in the mood for more, so I said why not? I thought that things may have improved over the last few issues and then used second builds, including my 50 INV/SS tanker (still using my PvE version with little problem because I have no resources heroside to build a PvP specific build).
Things are so much more fun when you're not two-shotted by the endless stream of munchkin FoTM blasters doing hit and runs. That's all they do on two servers, especially on Triumph. You just can't convince other villains to show up because then suddenly more heroes show up because now you can killsteal for a chance for rich PvP IO drops... so the villains just give up and leave.
I don't want to say that devs neglect villains because it's hard to get villains to even do Patron arcs. I'm sure the devs are just doing what people want and players are voting with their character slots.
Since this is not part of the OP, I'll leave further discussions/complaints to PM. -
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SG Name: Praetorian Guard
Global Contact: @Engelfried
Base Layout: Tech
Base Information: Mostly just a hangout. Used for workshop and 'porter access. -
We can open up our base as well if anyone wants to see ours.
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Changes that I would like to see are rather simple and am hoping drives SG member retention. This is basically an entry in the Developer's Corner.
From a decorative, as well as practical aspect, there should be new types of doorways because the "shoebox" nature is rather ugly. Some could range from the purely decorative and scaled in price so complex doors with actual functionality are more expensive. A archway, big blast doors similar to those found in the tunnels of Warburg or just a big round hole like a sewer main. Sliding doors already exist in certain office missions). For arcane, you could have thick curtains, a portcullis, etc. and I'm sure artists could come up with some nice things.
For non-raiding bases, doorways that restrict access based on internal supergroup rank. These "cheaper" doorways would be ineffectual for raid purposes. As for base raiding doorways, simply use jailcell doors in Mayhem missions or forcefield doors found in Arachnos bases as the model but would cost more than the basic access-level restriction doorways.
Editable doorways should be rather quick to implement. Unlike rooms which can only be placed on empty squares, decorative doorways have to "overwrite" existing doors.
What I really would like to see is more missions from the Mission Computer. That piece of equipment is almost useless and it needs some more functionality than a single TF and Cathedal of Pain. One possibility to extend functionality is setting up an internal Merit (not-tradeable, like Vanguard) system for supergroups which can be used to spend on costume items. Each character would get a single merit per completed mission. These SG merits should be nontransferable to another SG. You leave the SG, they disappear.
In order to get the merits, the SG will need a Mission Computer to select the various mission(s), obviously. In order to spend merits, they'll need another crafting table (just duplicate the one from Vanguard). As for the crafting table itself, make it crafted item or a simple soloable mission a la Inventor Badge (implement SG Accomplishment badges maybe?) in contrast to other base items where you have to take five gazillion points of damage so it's not like the SG is just "given" something. The SG should have to work, but not slave, to get access. The same could be done for the other proposed base items.
One idea is to have a TF to get an item so that a table can be made. Need more tables, well, you'll have to get more items, which means you have to do the TF again.
This SG merit system could easily be implemented. For example, you could spend Merits, like Vanguard, on costume pieces from the Veteran Rewards system ... just like in Vanguard where the sets are divided and pieces are purchased individually. In this way, non-veterans can gain access to the items but as the costume items are "chopped" up, sets are not instant. Veterans get the distinct advantage of having them instantly at character creation. Would Veterans really care if someone who has been playing the game for three months worked to get Boxing Gear set?? Anyone care about that set at all? Some might although I expect the Samurai gear to be much more popular.
The only non-costume "Veteran" reward could be a "return to base" temporary power, which could cost little in Merits but be single-use. I don't think that Vanguard, the Roman set or any of the Holiday/Event costume items should be accessible. This system above would be practical for newer players but for older players one idea would be to use merits to possibly give other benefits. Maybe more recipe/salvage slots like you can by using 500 Vanguard merits.
Prestige is still a problem for a lot of groups. One base item I propose is a "Converter" or "Recycler". Like a trashcan, you put it in and it converts the item into Prestige. You may not get much (based on what the item would fetch at NPC store, obviously) but if you factor this over the entire group over a period and it could add up.
Someone posted the idea of a bulletin board (or filing cabinet) to post recipes to share like salvage racks. I love this idea. It's quick for developers and would be handy for everyone especially for those of us who are not that much interested in keeping those level 10 IO recipes and usually just trash them. They could be handy for those in the SG working on badges.
Going back to the idea of SG Accomplishment badges, it would be somewhat easy to use the mission computer to spawn more task forces which could also be used to get SG Merits but also get some possibly cool SG decorative items like the tattered flags of vanquished enemies (like an Arachnos flag, Council flag, etc.) Purely decorative but that actually means something. A sign of Accomplishment.
One interesting item that the developers could add is a jukebox that plays the in-game music or something.