TrueMetal

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  1. I had this problem too. The new NCsoft launcher automaticly fixed it for me.
  2. Quote:
    Originally Posted by Zwillinger View Post
    • What time of day do you find yourself positing/reading the forums the most?
    I mostly post when I'm at work (I have a lot of free time when things run smoothly ). Which can be any time of the day or night depending on which shift I'm working ...
    Quote:
    • What's more important to you? Having someone able to engage you and watch the forums during what would be considered "peak" posting hours or having someone who may be several hours behind, but has greater access to the development team?
    I'm not unhappy with how things are now. Back on the Euro bords the community reps would've gone home by peak posting hours (17:00-21:00?) anyway.

    I consider a direct line to the devs much more valuable than someone at peak hours.

    The only thing I consider annoying is that it takes hours after the servers have gone back up to get any patch notes ...
  3. Quote:
    Originally Posted by Eiko-chan View Post
    Every time someone says this, I just hear "I deserve to get better stuff because I team." I get the whole reward/action paradigm and so forth, but most arguments in favour of it (Arcanaville managed to make one that did not do this) just sound like "I team for shinies; if I can get shinies another way, no teaming."

    Having the WSTs and the Trials be the most efficient way of gaining these rewards is reasonable; I can understand why that would be the case. Having to set up the rewards such that only an insane person would opt to try to do it without doing the WSTs/Trials is not reasonable.
    *sigh* This isn't about me, or you. It's about the long term life of the game. That's the devs angle. And it's quite obvious from the recent course and Black Scorpions post that they believe that to be in teamed end game content. And I happen to agree.

    So they want things that encourage people to play the teamed end game content (incarnate powers!). If you give the same rewards for easier farmable actions, a subsection of the playerbase isn't going to bother with all your nicely designed end game trials in order to get those rewards. They're just going to stay in 1 spot and farm their rewards quickly, get bored with the game and quit. It's not a healthy for the game in the long term. See the AE exploiting mess.

    That is why the cost for crafting needs to be so high.

    Quote:
    (And if you're one of those people that's already gathered up several hundred shards, yes, I consider you insane.)
    My main has about 60, maybe 70 not sure. Mostly from 3 failed MoSTF runs I did over winter holidays and the 2 STFs I did last week for the NotW/badge credit. My other incarnate 50s have less than 20. I have 2 characters with rare alphas, and 2 with uncommons. 3 of my 7 50s aren't even incarnate yet. I'm in no hurry. As I said I'm a fairly casual player.
  4. Quote:
    Originally Posted by Eiko-chan View Post
    That actually sounds like it'd be a great place for things to be. "Hmm - I don't like this week's WST, but I could run it anyway in a couple hours and get my Notice and be done, or I could do this other stuff I actually like doing, spend a bit more time at it, and get my Notice that way." I would think that would actually be the ideal balance point for such things.
    No, that's not an ideal balance point. It would devalue the WST and potentially the new trials.

    Honestly for me personally that problem wouldn't exist. If the WST is a TF I don't like to run (more than once) I simply won't run it (more than once). NotW or not. Luckily I'm mostly a villain player and I like all the villain SFs.

    That being said, I do think 88 shards is a bit on the high side of reasonable. I wouldn't mind if it's brought down some.
  5. Quote:
    Originally Posted by Eiko-chan View Post
    I refuse to believe that "people that go through content faster than it is designed to be consumed" are a majority. The last time we heard from the devs on the matter, "people with level 50 characters" was the minority. If you don't have a level 50 character, you cannot belong to the category of "consumes content too fast".
    People who don't have 50s yet are hardly the target audience for end game content I would think. So they're not really relevant for this discussion. (Except that it might serve as an extra incentive for the push to 50.)

    Considering the devs sudden focus on end game content I'm also tempted to assume that the number of people with 50s have rissen somewhat.

    It's also not just "people that go through content faster than it is designed to be consumed" that they're balancing against. It's also people like me. I'm not a power gamer or speedrunner. I don't farm, min/max or marketeer. I have raised 7 lvl 50s in the 54 months I've been playing. All my characters are built for concept first. None of them have purples/pvp recipes. In the weeks that I play this game (which is 50/50 nowadays.) I do 1-2 TF/SF's on average. (The WST brought that up to 4 this and 3 previous week.) The majority of my time goes towards soloing or small team play. Obviously there's a spike in my activity when new stuff gets released. All in all I consider myself a pretty average, casual player in terms of investment in the game.

    As it stands now, the shard cost is too high for me to consider crafting a NotW. The inf cost I consider trivial. If they lower the shard cost by half I'd be tempted to not bother with the WST if it's a TF I don't particularly care about.
  6. Quote:
    Originally Posted by Eiko-chan View Post
    But .. why? Why does design always have to be from the stand point of making sure the fastest don't go too fast and hit the cap too soon? Why can't those be the people the Devs say "F- them" to, and ignore their concerns when doing their design and balancing? Is
    Because quite frankly, you and people like you are a fringe case. There's a lot more of 'those' people than there are of 'you'. The devs have to pick and choose their battles and catering to the majority makes the most economic sense.

    It's also the reason why there isn't a fully fleshed out story mode solo player incarnate path. That would easily double the devs workload if not more. And since this isn't WoW that's simply not realistic.
  7. Quote:
    Originally Posted by Leandro View Post
    Assuming those numbers are final and they will go live as is, my reaction would be to never buy a Notice of the Well using the conversion recipe. I have the money and I have the shards, but I just perceive it to be too expensive. I'd prefer it if there were different alternatives in order to suit different playstyles, such as:
    I'm fairly sure that this is the intended reaction.
  8. Quote:
    Originally Posted by Bosstone View Post
    First, as Eiko says, that's just plain not correct.
    Yes, yes. I'm a doofus.

    Quote:
    Second, referencing TFs is...well, if not disingenuous, then not fully thought through. This option was implemented for people who don't want to run TFs. Therefore, saying you can just get the Incarnate salvage through TFs is a non-starter. Unless and until salvage can be procured outside TFs, the only way to get them solo will be through shards.
    I'm aware of all that. I'd rehash what I was getting at, but since I'm a doofus it's not really relevant anymore, so I'm not going to bother, mkay?
  9. Quote:
    Originally Posted by Eiko-chan View Post
    No, it's not. The WST gives a Notice. Crafting the Notice costs 40 shards and 4 uncommons. The cost of 4 uncommons is 12 each. The WST gives something that is the 40 shards and the 4 uncommons. That's 88 shards.
    Ah oops. Will you believe I actually looked at the screeny twice to make sure I was seeing it right?

    In that case I agree that 88 seems a bit steep. The 100 mil really isn't though.

    You have to take into account that this stuff isn't available JUST to non-teamers though. If they make it so you can get it a week or 2 of non-farming solo play (or even a month) it will be trivial for casual players who team and do TFs, let alone for the more hardcore players. It would kind of defeat to point of having it locked behind time gated TFs and end-game raids.
  10. Quote:
    Originally Posted by Aliana Blue View Post
    88 shards vs. running the WTF once is pretty extreme.
    Lets not portray things worse than they are, hmm?

    It's 40 shards vs. running the WST once.

    The other 48 shards come from crafting the uncommon boost. The fastest I ever crafted an uncommon was in 3 TFs and a Mothership raid.
  11. Quote:
    Originally Posted by Toony View Post
    So...don't even play a villain?


    ohohoho that slaps me on the knee.
    I do. On a server with half the population of Freedom, if that much. You're overstating the problem.
  12. Quote:
    Originally Posted by Eiko-chan View Post
    Is there a reason, other than "it's an MMO!", for the end game to be "team-based"?

    Remember, the "MMO" did not start with Ultima Online. That was just when they added graphical sprites.
    Yes, limited resources and catering to the majority. Simple as that.
  13. Quote:
    Originally Posted by Techbot Alpha View Post
    The Phalanx are all Hero class, so that makes it challenging. Doesnt make it not fun.
    You changed your mind on that then?
  14. Quote:
    Originally Posted by Djeannie View Post
    So you're saying that Soloists can get Notices of the Well now? Or will be able to shard-make Notices of the Well?
    You'll have to shard make it (and add some inf). Just read his follow up post in this thread.
  15. Quote:
    Originally Posted by Iggylove View Post
    Can others comment on other raid systems in other MMOs. I have played other MMOs but not long enough to try the raid systems out. I am curious, do you think this new raid system would allow you to be on a team (not in a mission or TF as stated) and have the team put in the "q" and have the entire team ported to raid together? or would we have to be completely solo. How does it work in other MMOs? Interested to hear more details
    No idea about other MMOs, but whole teams will be able to join the queue here. The teamleader being the one doing the actual joining. It's in the Issue 20 sneak peek patchnotes.
  16. Quote:
    Originally Posted by Aura_Familia View Post
    Uhhh I could have sworn that the devs had stated that once a trial has the MINIMUM number it starts no? So if a trial is 12-24, once you get 12 it starts.
    Yea I was going with a raid that needed minimum 24 people to start. But that's not important for the point I was making.

    Anyway, according to the Issue 20 sneak peek patch notes a confimation popup will be implemented. Which is fine with me (good even) as long as people aren't allowed to join missions while on a queue, (the logic behind it that not being on a mission would reduce the incentive to opt out of the trial at the very last moment.)
  17. Quote:
    Originally Posted by Samuel_Tow View Post
    The lecture on animations is interesting, but irrelevant in this case, because Maelstrom's holsters are animated costume pieces, and animated costume pieces have no bearing on the animation of the model rig. That much has been proven by custom weapons.
    Those animated costume pieces change postions when changing the various width and heigth sliders though. Which means the animations need to be changed or you're dropping your guns in midair or sticking them into your hip or theigh. Just think granites and lobsters chucking coffee over their shoulder. It's something entirely different from holding weapons in your hands.

    Non animated holsters (including the 2 frame thing) wouldn't have that problem, but since we still don't have them I think it's safe to say that there are other issues with that don't make it all that simple as people are assuming.
  18. Quote:
    Originally Posted by Bosstone View Post
    Depends on how many people are around and what sort of match algorithm it uses, if any. If there's 30 people queuing for a 24-person run and it grabs the first 24 to queue, then one drops out, it just grabs #25 and carries on.

    If enough people drop out such that the remainder have to keep waiting for another player, is that any different from not having enough people in the first place? Should those who dropped be obligated to participate in the trial?

    Yeah, it has the potential for griefing. But if you force someone into the trial who can't or doesn't want to play at that time, you have something worse than not enough people; you have dead weight who are taking up slots that other people in the queue who want/can play could be using.

    Besides, in my experience, the fear of griefing is vastly larger than the actual problem.
    I didn't even think about griefing when making my post. That's not really what I'm concerned about.

    The thing is, if there's 30 people, the first ones on the queue might be waiting for half an hour or longer. If I was one of those persons I'd be mighty annoyed to get the confirmation box, click it, only to have to do it again 1 2 3 ... times because someone drops out. It's even more fun if there's just 23 people. A 24th is found, the trial starts and someone drops out and now you potentionally have to wait for another few minutes (or many) before starting again. No thanks.

    The 'forced' argument really doesn't hold water. If you don't want to be 'forced' into the trial, just don't join the queue.
  19. Quote:
    Originally Posted by Tally View Post

    MOAR GEAR PLZ!!!
    There's gear now?
  20. Quote:
    Originally Posted by JD_Gumby View Post
    But only for large teams, of course.
    Not to take away from your rant, but didn't Second Measure just go out of his way to say that this wouldn't be the case?

    I don't see how solo incarnate content would work. If they made it challenging people would complain it wasn't soloable (cfr Trapdoor)

    If they made it so that you're uberawesome plowing through everything (like you seem to want) people would get really bored really fast (first mission of Ramiels arc is neat and fun. For the first 1 or 2 times you do it.) My mildly IOd and Alpha slotted brute is already at that stage for the 'regular' content at difficulties x8 +2 and lower.
  21. Quote:
    Originally Posted by Bosstone View Post
    ETA: Regarding being yanked out of the mission, a confirmation box asking if you're ready to go or if you want to be put back in the queue works beautifully.
    Getting that confirmation box would mean the trial is ready to start. You dropping out because you want to finish the mission would put the whole thing on hold again. This could potentionally happen a number of times in a row. Bad idea.
  22. Great update! Please do not stop releasing these letters. They're what I've been wanting in terms of dev comunication for years.

    About incarnate stuff: This is awesome. I love how it seems to be working out exactly as I was imagining/hoping.

    On thing though:

    Quote:
    Originally Posted by Second Measure View Post
    Rewarding
    We also want you to feel rewarded for participation, and want everyone to have an equal chance at getting a reward, whether you are healing or buffing or debuffing or using pointy things to make moving things fall down. We also don’t want to heavily reward people who don’t contribute to the team effort. So when you help your team, you will get the good stuff. The more you help, the cooler the stuff will be, and/or the faster you will climb the Incarnate Abilities tree. But we also know everyone has a different level of investment, and persistence will pay off in the long run.
    I hope that if this is the same system used in the Praetorian zone events, there are going to be some tweaks to the system. There are a few problems with masterminds and stuff not getting the rewards they deserve.
  23. Quote:
    Originally Posted by Signpost View Post
    @TrueMetal
    Interestingly, Provost Marchand would probably agree with you, given his dislike for some of the praetors. Also, I wouldnt' say ALL the Praetors are "deranged despots, psychopaths and selfabsorbed megalomaniacs". Praetor White actually seems reasonably ok, though with a few "loyalty baggage" issues which can be fixed (most notably with Cleopetra and his old destroyers gang, which are both notably fixed in some of the Praetorian arcs), and though technically an ex-praetor, Antimatter seems to be ok too, if not for some jealousy issues.
    I actually like White. At least he just is what he is, without any show or deception. Antimatter, though not as bad as some others, still only cares about himself.
  24. Real slick looking stuff. Even though I can't think of a use for it right now, I'll buy it anyway just to encourage you guys to maintain the same level of quality once you get to the Steampunk and Sci-fi packs.