Tutelary

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  1. My recent ticket with Customer Service seems to indicate there are no plans to implement the option to turn off email. I told them I have stopped reporting spammers and using the Spam button. I do not even bother to delete the emails. When I told them this they said that was the same as providing the option to turn off email. Which is confusing because a couple sentences later they explained the purpose of the Spam button and reporting RMTers. I countered I have been doing it for MONTHS with no effect on the amount of spam my characters receive.

    I ended with a it is not the same because of the system messages and red highlight is a constant reminder we have spam. At least let us turn off those then I can completely ignore spam email.

    What is the point of the Spam button? My thought it was to reduce the amount of spammers and messages sent by them. Does anyone think the Spam button is doing that? Even if we are the police for NCSoft then what is the point beyond making said spammer just open a new account and send again to everyone on their list?

    I would advocate just forget the Spam button and let the emails grow in your box. Hopefully I reach a limit where my inbox is full.

    I've received two emails from the same user name many times. Does anyone know if you receive a message that the email was refused? If it does that seems a good way to know you are reaching a "good" account and the ignore issued by the Spam button lets the RMTer know you are active.

    /e rant off
  2. [ QUOTE ]
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    Can we get an option to turn off email?

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    I agree, why can't the dev's just add in an option to turn off email, just like we can turn off XP now? At least it should provide a quick Band-Aid for now until they can track these people down. My personal option is, I don’t use email at all. So turning it off should stop the spamming, hopefully.

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    That would be a terrible attack against the functionality of the game to stop them.

    It makes a lot more sense to just limit the number of emails that can be sent in X period.

    New accounts: 1 email per 10 minutes (replies to a person who emailed you do not count against this)
    Accounts with at least 1 veteran badge: 20 per 24 hours

    With this restriction even if they are using trials, paying, stealing credit, or hacking to change their globals, spam would be rare and would quickly become too slow to be effective.

    The vet restriction is to de-incentivize hacking of vet accounts to spam.

    And to those who say to shame the buyers, if even 10 people do it they will continue to spam.

    [/ QUOTE ]

    How is something that is "optional" an attack on functionality? We did not say eradication of email. Those that actually use it, still can. Those that are tired of a clicking a Spam button daily for essentially no reason can now avoid the annoyance of RMTers. He also mentioned he does not even use email which is the same case for me. No loss of functionality when it was unused in the first place. I want to send the message that I am not their customer and because I continue to get Spam email daily no matter how many times I've reported them I want to send the message I am not a "potential" customer either.
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    I would just like to point out that one of the main reasons I got into this game as much as I did when I had a trial account years ago is the super group I was in. It was actually a very poorly run super group all things considered and it didn't last long but I found it very fun for the period of time that my trial lasted and I signed up for the game to keep that fun. If these restrictions would have been in place back then, of course, I probably would never have signed up and been a player for over two years now.

    I wonder how many other people you have lost because of the enormous number of restrictions on trial accounts these days. I know of at least one personally. It was just too hard for me to convince her that the game got more fun once you were actually allowed to do stuff since she was constantly hitting brick walls whenever she tried to do anything and doesn't speak English that well anyway and didn't have access to the Korean channel to talk to people.

    Are these restrictions really doing what you intend? I doubt it.

    [/ QUOTE ]At this point it just hurts customers because it isnt doing a damn thing to stop the RMT spammers. They either found a way around the restrictions yet again or they are using paid accounts. I say just give us a way to turn off email already and trials can go back to what they were.

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    Yes, I have sent a PM to Avatea requesting this very thing and have included it in multiple spam reports. Please give us this option.
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    Ok, what the heck is the chicken tug emote?

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    It's a one-man version of the purse-snatching emote. Instead of trying to yank a purse away, you're holding a chicken that's desperately trying to fly away.

    I think we're better off without it, exploit or not.

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    Darn, didn't realize that was in the game. I have never seen that emote.

    Sounds hilarious though.
  5. Even with the change I earn more tickets in MA than at skeeball so I'm still happy!!!
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    Not to mention it breaks theme on alot of characters. I want my skeleton warriors to use their swords, and if they can't reach that hovering defender in the air, they should not be lazy and jump =/

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    There is presumably no way to make an enemy "jump stab" a hovering character. That's just not how the AI works.

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    I've had Arachnos spiders do this in missions. Seems to only be combat jumping height. So I would assume there is some existing code for mobs to do this?
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    <QR>

    Bosses with melee powersets getting the highest damage single target attack in the set on standard is plain ridiculous. The damage on the ranged attack powers seems too big as well. There are other problems with the changes as well. For instance, Dark Miasma gets Darkest Night, an AOE -15% to-hit debuff and -30% damage debuff on standard. Even minions get this.

    This should definitely be on hard again like it used to be. Tar Patch isn't nearly as bad as Darkest Night. Honestly, the best thing to give them on standard in my opinion would be the heal, shadow fall, and maybe one of the control powers for higher ranks.

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    Agreed! I've spent much of the day both hearing what people are saying about my missions, and running some other missions with my level 35 DB/Regen scrapper.

    Listening...in Butterfly Effect, I have an AV (demoted to EB for most people) with Energy Blast/Energy Manipulation (chosen as a "weaker" energy melee). All day, I've been hearing far more "that guy is unkillable". And running my 35th level db/regen scrapper in...yeah, pretty much without a number of third tier inspirations. For my other arcs, I've had to add allies. So it's a fight between the NPC foe and the NPC ally with the player as sidekick. Not exactly heroic.

    I've also been running other arcs. Now, I've run regen scrappers for a long, long time. In-game content, I can deal with most EBs and AVs demoted to EBs, with maybe a little help from inspirations. But post-patch, if there's an EB demoted to a Boss or an AV demoted to an EB, the best I could get was use a half dozen third tier inspirations and maybe succeed with only one death.

    The damage put out is just WAY out of whack. And it's killing a lot of fun when using the AE as designed. The choices seem to be team, only do missions without any real resolution so no big foe to fight at the end, or do missions where there's an NPC to be the real hero or villain while I help out.

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    I thought it was just me but glad others are saying the same thing. I did have a fairly easy arc that I previously liked to farm(not even close to Rikti rewards if you are wondering) that consisted of all Lieutenants in mobs of 5. They tear my Spines/Dark Scrapper apart now.

    Decided to play some other arcs and found myself dying from two mobs of minions. Guess the devs really went for the 3 minions per hero ratio. I could handle 3 but 6 was almost like my resists were almost non-existent.

    Went back to regular content and had no problems.
  8. Nooooo, not the Rikti. Oh well, fun while it lasted and I knew it wasn't going to last long. Definitely got some boring low-level characters up to where I'm interested in playing them now despite the change. Finally, I am close to getting my Brute's T9 lightning power.
  9. Can we get an option to turn off email?
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    I want to add CoH as a Steam game NOT as a non-Steam game

    [/ QUOTE ]Why?

    There's very, very little difference between a Steam Game and a Non-Steam Game.

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    Why not? It is now a Steam game.
  11. You are continuing to misunderstand. I have no issues adding the code to the NCSoft website. That has worked the same as it always has. I have purchased the AE boxed edition. I want to add CoH as a Steam game NOT as a non-Steam game because I did NOT purchase through Steam. Either way, after reading Valves boards, it seems to be a moot point since people are having trouble launching CoH through Steam. It is only good for new subscribers and joining a community at this point.
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    Shouldn't we be able to add it as a Steam game even if we did not purchase directly from Valve? I tried the code from my Architect Edition but it didn't recognize it.

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    Here the link to help you: http://boards.cityofheroes.com/showflat....v=#Post13370953

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    No, those do not help. Those are instructions if you purchase from Steam and want to use the code to upgrade your account in order to get one of the booster packs.

    I've purchased games from Steam before and know of no way to get them into the list as Ghost Falcon mentions without first purchasing them from Steam or entering some type of code which I already explained did not work(I've had previous success with a boxed version of Half-Life 2).

    Apparently, if you already are a current subscriber the only option is to add it as a non-Steam game.
  13. Shouldn't we be able to add it as a Steam game even if we did not purchase directly from Valve? I tried the code from my Architect Edition but it didn't recognize it.
  14. I found it EXTREMELY short as I could have easily written 4 times the amount. Is the intent to get the story arc number and post it in the "Mission Architect: Stories and Lore" section or contact the creator directly through their global name?

    I decided not to go through the already rated arcs but started from the bottom on arcs with no ratings. I can help the person decently on one mission but medium to long arcs, I find it almost impossible to give the feedback needed.

    Oh and the comment section is buggy on top of that. It does not like it when you use the mouse to place cursor somewhere you have already typed and the Backspace key does not work consistently when in that field either.
  15. Yep, I got this last night. Luckily, it seemed the person was thankful for the feedback. I didn't leave a rating but told him as is, it would be a one-star.

    I have to say I am EXTREMELY disappointed with the length of the comment we are able to leave. I started on the opposite end when playing missions and went straight to arcs with no ratings, mostly not rating them and leaving comments. I could have easily filled 4 times the amount they provided us. Is the intent to just contact the creator directly? The comment length is just lame, lame, lame.
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    if only he could spam his Decoy...that would be hawt

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    Not really.

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    He already could, according to my understanding. I heard decoys base recharge was 30, same as its duration. Add SB and he summons a second decoy because the power recharges quicker. People have even said they have had three phantasm decoys out, because of the FF proc and other buffs. At 100% recharge bonus, phant would have perma two decoys, so some IO bonuses from soulbound and speedboost- add in the FF proc and u've got three decoys. Or u could say AB, which i believe is 90% recharge boost (cant remember for certain) from the empathy set, and the FF proc, and u basically have two perma decoys, if not three sometimes. The nerf will lower protection and damage ratings for ill/emps, and they could do it legit.

    And as for phantasm spamming his single target attack, he always does. Mine doesnt have any recharge buffs and thats what he does. I think it has to do with his st attack having an 80 foot range and short recharge, and his aoe attack having only like a 40 or 50 foot range and long recharge. I dont really care though, as his aoe has knockback, and having him kb everything away from a tankers tight herd all the time would cheese me off; as would him knocking everything off of my burning oil patch. heh.

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    Thank you for confirming the behavior of Phantasm. I do not have experience with the procs so did not comment on it. I was commenting on the fix and it helping pets "cycle through their powers". As you confirmed Phantasm has a problem using Energy Torrent consistently. Instead of starting a fight from too far a distance or the mob getting knocked back due to PB or ET, I would like to see it move into range when Energy Torrent's "turn" comes up in the cycle. It doesn't so I don't see how this fix will address that, thus it is less beneficial than I believe they are making it out to be.

    I don't care much about Phantasm's damage output in teams either but solo-wise if you are not using Energy Torrent, it is a significant loss of DPS imo.

    Well, according the devs decreasing the recharge rate of pets was not intended so it doesn't matter whether you were using procs or powers, the end result now is it is NOT legit. All I can really say is I disagree with their decision, will hope for the best but adjust for the change at the worst. </shrug>
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    if only he could spam his Decoy...that would be hawt

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    Nawt really. Nawt to mention it has zero to do with the problems I mentioned earlier about pet AI.
  18. I'm questioning the benefit of this fix. I wasn't aware my Singularity was not cycling through its powers when I used Accelerate Metabolism. Is there a fourth power I do not know about on Singy? It is using an immobilize, hold and lift.

    Also, how will this fix help Phantasm? As I understand it, the -recharge of outside buffs or from IOs was causing the problem, correct? Well, I have neither(Ill/Emp) so I don't understand how this will help Phantasm start cycling his Energy Torrent when the foe is out of range and he just spams Power Blast and Decoy. I specifically took Team Teleport to get some more damage out of him. Having to use TT each battle is not endurance-friendly.
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    You're assuming that the change really did that. From what I've seen only the Bruiser is behaving better.

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    Really? Because that goes against other people's reports in this thread...

    [/ QUOTE ]I know Grave Knights and Jack Frost are both acting much better with this change.

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    Are you talking about a Grave Knight with -recharge IOs and/or externally buffed with -recharge? I would like these reports to be clear on IOs or buffs used when saying the AI is performing better. Wouldn't you get the same results on Live by using regular IOs and no SB, AM, etc?

    Just wondering because I am currently playing Necro with Dark and can't say I have noticed Grave Knights not cycling through their attacks. They may not go into melee as much as I like sometimes but as least the DO move in unlike my Phantasm on my Ill/Emp(which I don't see this fix benefiting his AI any since I do not have -recharge buffs).
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    Castle,

    I am worried about my Fire Imps. I checked the Info tab on the power and Imps ONLY have Brawl. If this does affect Fire Imps, do you plan on giving them another power so they benefit from the cycling as this fix is intended to provide? Or do you believe Fire is still too powerful because of Kinetics?

    How about adding an Immobilize to the Imps or a small version of Burn?

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    Super-overpowered-farming-build-go!
    Brawl is already a fast recharging attack. Fire/kin and fire/rad were both AV soloing builds before IO's and sets came along. They'll go back to being only mildly overpowered.

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    Errrm no they won't. They will still being doing what they are doing.

    Fire Imps is the least of what allows them to be able to do what they do, including soloing AVs if they could before.

    If this nerfbuff was targeted at them. It failed.

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    So in your and bpphantom's opinion, Speed Boost did not really provide a significant boost to DPS?

    And bpphantom, I don't understand why you needed to comment as you did when I'm just looking for information. Thank you for assuming you know me and how I play.

    And Aura, I do not think this was targeted at Fire Imps or Fire/Kin controllers. I'm just looking for a dev to comment "sorry, they just got caught in the fix, they took a mild hit but datamining shows you would hardly notice a difference in gameplay". I can live with that and move on. A dev comment not player comments that assume way too much about me and my posts.
  21. Any feedback on my last post Mr DJ? Looking for any clarification for my Imps, if possible.

    Edit: Guess not. Would have been nice if you had followed up your first reply with something more substantial. Your comment really came off as a knee-jerk reaction imo. Thus, I tried to explain my view more thoroughly.
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    they have only one attack to cycle, I don't see a real problem w/ that unless for some unknown reason after they use their brawl, they stop attacking period.

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    I believe in this case their DPS will now go down since I can no longer Speed Boost them for a recharge effect whereas other Pets such as Stoney or Fly Trap will at least maintain DPS because they are using other powers. And it does not necessarily have to be DPS but just effectiveness, such as Stoney using Stone Fist more often thus more chances of a stun. Imps do not have any of that to fall back on.

    Wasn't this targeted at a power like Lightning Storm? Doesn't LS have one attack? Wasn't one of the issues that it was doing too much damage? Given this, how are Imps different? i.e. How are Imps avoiding the hit to DPS when Lightning Storm is not? That would not make sense.

    Even with just one attack to cycle through does anyone know if they will lose DPS with this change because my Speed Boost is no longer as effective?

    I'm just trying to figure out how everyone says this is a beneficial change. Is it really for Imps or did they just get caught in the shotgun blast fix and considered a casualty? If that is the way it is, I wish someone would just say it so I can move on and deal with it. Otherwise, I will need to start providing arguments for giving them an additional attack.
  23. Castle,

    I am worried about my Fire Imps. I checked the Info tab on the power and Imps ONLY have Brawl. If this does affect Fire Imps, do you plan on giving them another power so they benefit from the cycling as this fix is intended to provide? Or do you believe Fire is still too powerful because of Kinetics?

    How about adding an Immobilize to the Imps or a small version of Burn?
  24. Castle,

    I am worried about my Fire Imps. As far as I know they have only one attack. If they have another attack, I am not aware of it since it all looks the same. If this does affect Fire Imps, do you plan on giving them another power so they benefit from the cycling as this fix is intended to provide? Or do you believe Fire is still too powerful because of Kinetics?

    Do you consider this fix a benefit or nerf to Fire Imps in particular? Do you foresee DPS going up for some pets, down or staying the same for others?
  25. Castle,

    Is this affecting Controller pets as well? From the other thread it appears everyone else is assuming it does. I am worried about my Fire Imps. As far as I know they have only one attack. If they have another attack, I am not aware of it since it all looks the same. If this does affect Fire Imps, do you plan on giving them another power so they benefit from the cycling as this fix is intended to provide? Or do you believe Fire is still too powerful because of Kinetics?

    Do you consider this fix a benefit or nerf to Fire Imps in particular? Do you see DPS going up/down/staying the same for all pets after this change?

    As far as Phantasm, I do not see this having any benefit because I have no recharge boosts for him on my Ill/Emp. He just gets Clear Mind sometimes and always gets Fortitude. In his case I specifically took Team Teleport to get him close to mob(either because he started firing early or the knockback from Power Blast knocked them out of ET range)so he would fire off Energy Torrent else he stays backs and uses Power Blast and Decoy until the battle is over. Its an endurance drain I could do without having to maximize DPS because the pet cannot use all his powers effectively.

    Thanks for listening.