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Posts
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Joined
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Yeah, I expected the knockback chance and accuracy bonus to get adjusted during Beta. I still expect them to get adjusted sometime in the future.
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Well, there is always the old Whips & Chains suggestions for Dominatrixes .... err, Dominators.
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Sister Psyche makes me think of "The Stranger" by Billy Joel for some reason.
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I guess CoH: Going Rogue went rogue on it's own.
It looks interesting. I stopped playing my Dominator because I dislike the villian content so much. It will be good to finally bring it over to the hero side. -
I like the idea of the system. It does incorporate the "secret identity" concept of the comics into the game. I'm not sure about the implementation. The 30-days target seems a bit too long to me, and I don't see how it could be beta tested with that time frame. Unless it isn't 30-days "real time" and instead 30-days "game time", but then it would seem to be too short of a target.
I am wondering if there are plans to add additional day jobs in the future for some of the more common jobs in the comics. Things like reporter, photographer, private detective, etc. that are very common in the comics aren't really represented by current in-game locations. I would like to see those and others such as museum curator, construction worker, fireman, mailman, game designer, programmer, gang member, spy, etc. added to the game over time.
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Most of the time the running, while annoying, is in character. However, I just do not understand why ghosts (Tsoo Spirits, CoT spirits, etc.) seem to be such scaredy cats. They seem to run away more on my missions than any other mob type.
On odd thing I have noticed is that some of the fleeing mobs seem to be superspeeding away again. I first noticed this with Sky Raider Wing Raiders. -
I thought the Devs teleported convention level 1 characters to the Shadow Shard.
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It is nothing that I think that I will ever need since the Veteran Respecs are more than adequate for me. However, more options for this is a good thing. Not everyone is a Veteran after all.
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Very nice. Rewarding long-time and newer subscribers as well as a pay-per-slot system. I expected just a pay-per-slot which would have been fine. This goes beyond that. Thank you
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Time travel. So, now I can travel back in time to fight that 5th Column time traveler from WWII that I alread fought once?
Einstenian Fruit Loops anyone? -
Run for the hills! Err, I mean run for the stores!
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I like the invention/salvage system in general. It does add a little something extra to look for during missions. However, like most loot systems, there is a lot of junk I don't need that tends to fill up the storage space too quickly. Personally, I think there is way too many different pieces of salavage for storage space we have been given. I understand the need to limit personal storage to encourage people to sell. The problem I have is that it is too difficult to try and save salavage for all of the different sets that a character might need/want to use.
I like that the common IOs don't expire. That's a nice little perk for low level characters. However, the recipe and construction prices seem to be really high at higher levels. A level 50 common IO shouldn't cost half a million to construct if you need to buy the recipe in addition to paying to build it.
The set IOs are overly complex and difficult to plan for. Yes, there are some nifty things you can do if you sit down with some spreadsheets to plan out stuff. However, a new or casual player is quite literally overwhelmed by the amount of undocumented information in this game. With IOs we desperately need a true character sheet that shows us actual game values like how much smashing resistance my tanker has, the maximum range of my blaster's snipe attack, the buff/debuff values for my defenders, the actual damage values for my scrapper's slotted attacks, the actual hold durations of my controller's hold, etc. We need this to make "informed decisions" about slotting with IO sets. Otherwise, we don't have anyway of knowing or even planning, in game, what our characters have or would have with a slotting change. Heck, we needed this with ED due to it's, undocumented, diminishing returns.
IO set bonuses can drastically change slotting priorties. We need a way to rearrange slots without rearranging powers. If we happen to get enough IO set bonuses where we can free up slots, the only thing we can do right now is a full power respec. Why go through that process if you need to shift just one or two slots around? Give Hero Corps/the Arbitors another service where we can spend influence/infamy to move slots around.
Random drop loot systems have pluses and minuses. I think you've probably already seen enough comments both ways in this tread. I'm just glad that none of my character concepts "need" any of the IO costume pieces as I've never seen one drop and couldn't afford to buy one if they did.
The best thing about I9 for me has been the QoL improvements. The worst thing has been no new story content for my level 50 besides the Statesman TF. I really wouldn't miss it if it wasn't in the game. The same goes for the Hamidon. I just don't do TFs and Trials. Don't have the time for them. I want new story arcs for my level 50 dagnabit! -
No. It was on the SWG forums long before that.
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I want to stess this:
We are NOT working on a Greek mythology game. Or an ancient history game. Just want to kill that rumour!
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We all know that's just your way of saying "Soon(Tm)".
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Castle! Get them to stick a barkeep in the Tiki room. I know you can do. I believe in the strength of your will.
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Only if he yells, "No blasters! No blasters!" when the fighting starts up.
Hmm, guess that might have different connotation in this game ... -
You know what they do with leakers here don't you? Plug up their airholes and take away their ability to bob up and down in Flash headers.
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Didn't Marvel sue Cryptic a year or so ago?
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Yep, and now we know what part of the settlement was, don't we. -
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Out of curiosity, does this tweak include the ability to fire off domination when mezzed?
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Not initially, but the patch following should have it. I forget to stick that in on the original change, and QA helpfully pointed it out, but not in time to reach the version going out.
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Ok after I've calmed myself down a bit, I'm wondering...
Mez resistance or mez protection?
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Protection vs. Knockback, Knock Up, Repel, Stun, Sleep, Hold, Immobilize, Confuse and Fear. Pretty much the whole suite.
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Ooooooo -
Yeah, for some reason that "retraining" sounded like it was painful, or at least uncomfortable in a Chinese Water Torture kind of way.
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It never even occurred to me that we'd be able to stack buffs from multiple stations. Here's a big DOH!
However, this brings up the problem that the current salvage recipes seem to be out of line if we are supposed to build multiple tier 3 stations in order to stack these buffs to get to "player acceptable" levels. This is the same problem that the melee classes have with their passive defenses. Their initial values are too low to justify taking them when there are other, more viable, options available. You can't count on being able to stack things with a small percentage value to make that small value worthwhile. Thus, the players go for what gives them the best return for the investment and avoid choices with small initial values.
Plus, there is the time wasted on buffs as you try to get enough stacked up together to "acceptable" levels. As you are playing around with making the components at another station, the timer is ticking down on any buffs you have already gotten. Add to that the travel time in CoH to get back to missions since there aren't teleporter beacons for every zone, and players are effectively wasting a good portion of their salvage investment.
Let me jump in with those saying to make the buffs bigger and not stackable. Heck, let me go further and suggest the entire empowerment station mechanic needs to be thought. It does not mesh with how the game is played, and provides too little return for the salvage investment. -
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There are people in my house related to me?
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Of course there are, if CuppaCam (www.cuppacam.com) is to be belived. There's Dad Mo Jo, and Mom Flo Jo, and slacker brother PotO'Jo.
You laugh now, but wait till its picked up to be a new sitcom on Fox, then no one will be laughing!
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Wouldn't that be Fox's new Reality TV show instead? -
I think I can see why we didn't get the "hard" numbers we were expecting with the Patron Power Pools. There are so many sliding scale factors and mathemagical matrixies that it looks to be practically impossible for the Devs to even know which numbers are "hard" and which would require additional massaging on the reader's part. The more they seem to try, the more it seems that the underlying systems are too overly complex for end users' needs for solid numbers. In short, there are very few solid numbers even behind the scenes.
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Not to mention the level 40 villians could possibly be fighting full level 50 heroes filled to the brim with Hami-Os. That is a huge power differential for any of the villian AT to have to fight against.