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I haven't read the whole thread, but there was also mention of a change to the -Speed portion of [Rooted] in Stone Armor... Synapse commented that (paraphrased) "-Movement just isn't fun and doesn't really work with how the game has evolved."
He got cut off by some random HR person and then Zwill chiming in about his stupid lunch. So, perhaps the most interesting part of the entire Coffee Talk got ruined by some mention of a sandwhich I have never even heard of before.
Synapse never got back on track after that tangent. -
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I noticed this bug a bit ago... but hoped that I was either imagining things, or that it would be fixed soon.
Well, it's clear it was no hallucination... so hopefully, well... Soon™ it will be gone. -
Something Gravity would be my vote. We need more Gravs in the city.
Grav/Storm Troller? Or, maybe a Grav/Time for a real Chronomage or Dimensional Manipulator? Yeah... that's my vote: Gravity Control/Time Manipulation.
*sagely nod* -
Arg.
Looks like I will have to stick to soloing until the "bloom" of Nature folks dies down a bit. I really really dislike the visuals and how busy they are. They really need to be toned down a bit... or, we need to have a way to do it for ourselves that doesn't impact other people. I am fine with either. -
Quote:First, thanks for that. I appreciate the sentiment.I want to preface this by saying I respect you as a player, and as a poster here. I am not trying to attack you at all.
I think the quoted point of view is very exclusionary. You didn't ask what makes a good teammate. You also didn't ask everyone to guess what Thirty-Seven thinks skill is.
Second, I was merely pointing out my view on the subject. This discussion is a very interesting one, and one I started with little intent on commenting on individual posts specifically because I wanted it to be a discussion, not a "prove to me what it is" thread. I hope my comment didn't diffuse that great trend that was going here.
Quote:I will close by saying that some of the most skilled players I know farm/power level. They don't just farm and pl. They lead very successful leagues and task forces. They also have the patience to teach what they have learned about the game to others. You shouldn't discount their skill just because they do something you are biased against.
Also, I want to make it clear that just because someone farms and/or PLs does not mean they have no skill... in fact, as you pointed out, quite often the opposite. However, being able to do one doesn't automatically translate into being skilled or being a good player in general... though it can.
I have to admit that PLing/farming is a place where I have a heavy bias. Something about the entire practice rubs me the wrong way, but that is a discussion for a different thread. What I said, was geared specifically toward that comment, even though the wording may have made it seem otherwise. I will also state that though I have very strong opinions on pretty much everything, I am also malleable when presented evidence, and I have seen players who farm/PL a lot suck... I have seen them be awesome and I have seen them be total and complete jerkwads. That is no different than any other playstyle in the game: it takes all kinds.
Quote:I'm gathering that Thirty-Seven is talking about the character being PLed, the character sitting by the door while the other individual does all the work.
It takes no observable skill to door sit and absorb xp, I think that was his meaning.
What I was specifically referring to was how PLing in and of itself is no indicator of skill, and certainly isn't anything that others should take note of. IMO of course. -
Quote:You can't even feign that that's constructive. I mean, cheap insults now? What kind of a thread do you think this is? It's like a slap in the face to the other people who know what they are doing.Really? [Redacted] has posted more concise and coherent posts then this, and that's saying something! You make Jar Jar Binks sound like Winston Churchill compared to this drivel.
Geez. -
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Quote:Roderick just answered that.I understand now ty. How about level shift plus 2 and 3? How can I achieve that?
However, technically, there is no such thing as getting +2 and +3 with level shifts... as Incarnate Shifts are what you get from Lore and Destiny trees. The difference is that a level shift is permanent for all content (at 45 or above) while an incarnate shift only works on iTrials or in DA. -
You dorks are totally doing this wrong! Here, watch me:
You suck! -
Quote:Pretty much this.I may be misremembering, but I believe it's been flat out stated that we can't have more than two colours for any given selection.
Leg details could open up some options, but I think there's a technical limitation there having to do with the limited number of attachment points or something.
Basically, I would love to see either option implemented if they are possible. -
Quote:As an aside: What you fail to mention here is that this change happened alongside a complete overhaul of the Veteran Reward system as well as the addition of a completely new payment structure for the game. The issue with the "let's just buy vet. reward time" suggestion was due mostly to the environment that existed when you suggested it. Now? Well, it makes a lot more sense.I wouldn't be so enthusiastic about it if I wasn't flamed so badly, then heard no anger about it on the forums toward the devs for it afterwards.
I now return you to your regularly scheduled discussion of costume stuff... already in progress. -
I'd just like to say that this is an awesome idea! Were I able, I would scour Coffee Talks tonight at work for more direct quotes and the like, but the computer I am on doesn't have sound.
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Well, I suppose there are two obvious questions then:
1) What do you like to play?
2) What have you played to 50 already? -
Quote:I think that type of "skill" is one that isn't representative at all of the type of skill someone can bring to bear in a teaming situation... which is really the only place "skill" matters, at least to me.I'd say that, yeah, it indicates some degree of skill - in that you've figured out how to get what you want from the game.
As such, if you want to loosely define skill so that PLing "effectively" is a skill, it surely isn't one anyone else should care about. -
For me, I identify skill most easily by seeing what people are NOT doing. If you aren't dying, if you aren't pulling extra groups, if you aren't requiring assistance to do things I couldn't do alone... etc.
Likewise, I think it is far easier to spot a bad player than a good one. For me, I can often tell by chat alone if a Trial or TF is going to go smoothly or not, irrespective of the ATs or powers that my teammates have. That is mainly due to certain hallmarks I have learned to identify in my years in the City of bad players. Sometimes, but far from always, a character name can tip me off that the player is likely no good. Am I judgemental? Probably, but when you have been proved right as many times as I have, you start to trust your gut. But, honestly, that is pretty far afield of the topic at hand.
I think that, for me, there is a minimum threshold of skill, above which, I won't really pay attention to what you are doing since things should be going smoothly, so I don't figure I need to. Below that threshold? Well, I will definitely notice. But as to define that line, and what exactly consitutes skillful gameplay versus skill-less gameplay? I couldn't begin to explain it. (Perhaps that's what this thread could help me to do!)
Related, I have sometimes been complimented for "playing well" and I am often baffled as to what specifically I was doing that caused such a comment. Is it that I have played my main for close to 5 years and no pretty much how every encounter will go at a glance without really thinking about it and play accordingly? Well, how can the other play see that? I am often left scratching my head... and so I ask them... to mixed results.
Man, I think I need to go to sleep I am tangenting like crazy with no clear point to this post.
Prolly some food for further discussion here though. -
In a totally unrelated thread, someone brought up a point I thought was intriguing related to just how one measures "skill" in a video game, and what types of features should be involved. For example, is it skill that makes someone better at a game with twitchy/reflex-related gameplay and if so, how important of a factor is that? What about general game knowledge and then figuring out ways to leverage that uniquely? Is it doing things no one else can do? Is it min/maxing?
How do you define what makes a player "skilled" at playing City of Heroes? Further, do you think it is easier to spot someone playing well or poorly, and how can you tell the difference between doing something good accidentally from doing it purposefully?
Lastly, is skill important? Necessary? Does it even exist as a factor in this game at all?
I know this post amounts to nothing more than a bunch of questions, but I am legitimately curious about differing viewpoints on this. -
Agreed, Kazz... a lot. Also, there are a lot of people who play this game becaquse it doesn't have twitchy gameplay. I recall several posts by folks with disabilities who love this game: a victim of a stroke, a guy sans one arm, I think there was a person with some type of coordination disorder as well. Let us not forget about those folks.
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Quote:I'm not seeing a logical why to this... aside from you think it would be better or more fun, somehow.An alternate way to look at that is that perhaps Tanks should just be buffed to include +res and/or +def to the otherwise unresistable/indefensible types.
Quote:Still, players manage to die all the time, even with Barrier, and not always from unresistable attacks. Players die from pulling excess aggro and wandering away from their team. With Barrier. This is acceptable, and those players deserve to die since they messed up and played poorly. They did something wrong and they were defeated.
Quote:I still think moving should be encouraged- Nova Fist doing 50% Psi/50% Toxic damage would be reasonable, and since most players don't have the survivability to withstand an attack like that, they'd be best served to get out of the way.
If you want people to move, this type of unresitable damage equally encourages ALL players to do so, even Tanks. -
Am I reading this right? You don't have an issue with the game exploiting natural areas where characters don't usually have protection, but don't like the use of unresistable damage... which would end up accomplishing the same thing?
(Also, it would make no sense thematically for Marauder's attack to do Psi... he doesn't have that power... or Toxic since he has no venom, poison, or biological toxin... or anything corrosive. Before you say it: "But does Marauder have access to a damge type that, essentially, doesn't exist?" Yes, due to his empowerment from the Well (via Cole) he is far more powerful than any single PC... so why should their conventional abilities protect them from him?) -
Re: Indefensible/Unresistable Damage
It sounds to me like what you want is a massive nerf to Destiny powers. Because, IMO, were it not for the ability to rather easily hard cap resistance and defense with a few well-timed Barrier applications, NPCs like Marauder and Cole wouldn't need to have such "cheap trick" attacks.
Further, I think it is great that mechanics are included that force combatants in iTrials to actually move. Were one able to shrug off NPC nukes in iTrials, battles would be even more sedentary and boring. Playing a melee AT is easy... having no "gimmics," arguably, would make sure to keep it that way. -
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Good to know! Since they came out, I never considered PvP IOs as an option, simply because no bonus, no matter how good, is worth that much (to me) I never really look at their pricing.