Tyranny_NA

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  1. Quote:
    Originally Posted by Cende View Post
    Please notice that this is the OPEN training room forum.

    If you were posting about i17 issues, you should have done so in the CLOSED BETA forum.

    The reason the thread got deleted had nothing to do with if you were supposed to see the content or not and EVERYTHING to do with where you posted it.

    Feedback goes into the CLOSED BETA feedback boards as long as i17 is in CLOSED BETA.

    I openly admitted IN the thread that the Open training room forum was probably not the right place to post it in the first place. Trolling forums really isn't my thing these days so yeah, my bad for posting it in the wrong section. What bothered me more then anything was the lack of moderation effort really (no, I'm not calling out the moderators, they do a fine job).

    Back in the day when something was posted, admittedly, in the wrong section, it was moved by moderators to the appropriate location. This probably isn't the standard operating policy here though. Might just be easier to delete it then bother with it. That's fine. I've been playing this game for quite a long time, but as far as posting with the community on these forums I'll concede my inexperience. I'll know better next time.

    Thank you. Also I apologize to the OP for this little detour.
  2. Interesting...

    So that's why my thread about a couple small I17 issues got deleted? Because I wasn't supposed to see the content yet? That was somehow "my" fault?

    mmmmk

    Sorry if I seem a bit irritated at that. Nice to know in the future when I spend time writing feedback.
  3. Quote:
    Originally Posted by Blpup View Post
    just here for da lulz 8)

    but fire is always win and the mass confusions and stuff will gimp your exp
    This made me "LOL" (Let us not be lazy on even abbreviated spelling). If the NPCs in the mob you're fighting can kill themselves before your team kills them and you lose out on that much XP....then you have a MUCH bigger problem then using Mass Confusion.

    Lets be real, Mind/Nrg is a very reliable and potent Dom combination. Slotting can be tricky because there are so many good things to take and you have to keep sets in mind.
  4. It isn't just Freedom. Infinity is having issues such as these as well. Really makes gaming with friends unplayable when it takes 5sec+ to activate abilities or you rubberband back to your starting point constantly.

    Whatever it is, it's something that has happened within the last week or half of a week because in both locations that I play CoX it's ran stable and smooth for well over 3+ years now.
  5. Tyranny_NA

    Okay, that's it.

    Holy christ dude. No wonder you have 5083 posts....that was literally a couple minutes after I posted that.
  6. Tyranny_NA

    Okay, that's it.

    Yeah....you do know that the only listings for CoH/CoV on Microsofts site there are the Collector's Editions....released in 04/05 respectively. Don't be too surprised if that Compatibility Center information is still from over 4 years ago.

    People were running it on Vista then too. As far as Windows7 goes, there is really no reason why CoH/CoV wouldn't run and run well on that OS as is.

    Vista has nothing to do with this issue, nor does I14 really.
  7. I'm hoping that they figured out they hadn't fixed the icon stacking bug and just decided that this patch wouldn't be complete without that, considering it's one of the few things left, major, that hasn't been fixed yet.
  8. Thats where introducing server-to-server would eliminate that.

    All servers would still be separate, but in the case of cross server gaming, I.E. missions, joint events, PvP, duplicate named characters would be referenced by server. For example, *ShadowFire* from Freedom and *ShadowFire* from Virtue have both entered a joint mission, event, pvp zone etc....

    Both players would have another tag on them indicating which server they are from. So you'd have something like...

    *Freedom*
    The Galant Mysterious
    ShadowFire
    Keeper of Peace

    and

    *Virtue*
    The Wonderful Startling
    ShadowFire
    Troll Task Force Member

    It is a system that other MMOs use to a high degree of success, like WoW for starters (and no I'm not a WoW fanboy, I've never even played it, CoX was my first MMO).

    I'm not exactly sure at how hard it would be to code it into the game, but it would be a HUGE step for the franchise. Not only for the existing users, but for the onslaught of others that would come to play with their friends from other servers that they were previously unable to play with.

    Remember, PvP wasn't part of City of when it was first launched. This would be a huge QoL improvement.
  9. Same could be said for my complaints, so I'm kind of being a hypocrite here, but they didn't have to give us ANY of this stuff.

    The fact that you're getting two free character slots at all, plus a slot for each year you play at all AND then can BUY more is currently better then what we have.

    Lets face it, a lot of us would rather play on more populated servers then get more character slots on a server that has less activity.
  10. What is there to remember?

    You'd be notified of any and all information before renaming a toon and if for some chance you skipped reading IMPORTANT information and tried renaming your character for the 2nd time within the blackout period you would be told that it was not possible to rename said character until the 6 or 12 month period was up.

    Remember, 6 months or 12 months is a suggestion, not an option. Personally, I'd make it 12 months, that would take care of ANY abuse. (This is just for the rename, not the character transfer).

    The people that have the money and care to abuse the feature as it is will do so if they wanted to. I fail to see how a $5 to $10 dollar pricing is a more effective detterant then a pure LOCK-out from such a thing.
  11. ...and to think, so many people I know who've purchased multiple accounts to have more character slots and all they had to do was wait 4 years and until Issue 12 :P

    Don't know if it has been posted yet and this is really more of a suggestion which means it probably doesn't belong here.....

    anyways....

    Why does it cost less to add a whole new slot then it does to move around characters? or rename them? I mean heck, a rename should cost the amount you guys are charging for a whole new character slot.

    Listen...this is great and all, but your other "optional one time fee" features are pretty weak.

    [u]Character Transfers[u]
    Character transfer should cost NOTHING for toons that are lower then maybe level 18 or 20. The adventure doesn't really begin until 20 anyways IMO. THEN a "One Time Fee" for moving characters 20+ is charged for $10.00+ or whatever it is.

    Honestly this would be a moot point if you somehow managed to do the granddaddy of them all, server-to-server gameplay. No more searching for teams, no more low populated servers and more importantly, no more server transfers...course then you guys would have to find something else to fill the void

    [u]Renames:[u]
    Renames should be free, but the penalty should be that once a character is renamed it cannot be changed until X amount of time. Say, 6 months to a year, so it would force the player to choose wisely. OR, you could charge the additional name changes, but the first one is free.

    Don't get me wrong, I think you guys worked out this new character slot system to a tee. 2 Free ones, vet reward ones, optional payed for ones.....thats awesome. I know this came off angry, and yes, there are a few things that I'm REALLY angry about. Mostly the screw job thats happening to Villains. Aside from the new VEATS, unless there are things in the NEAR future you guys have always been planning to add and I'm way off base.

    I'm really not all that angry, just....passionate. I love this game, to a fault sometimes, as we all do I'm sure.

    Anyways, keep up the great work and if you must, feel free to move this post if you deem it necessary....

    Thanks.
  12. I suggested the idea because other then adding a good PvE shield for Stalkers, the only other good thing I could think of was allowing their best attack to chain multiple targets. Honestly, you've made an improvement to what I suggested anyways. Which is why I threw it out there.

    As for your MM statement, OH HELL YEAH! :P
  13. On top of all the suggestions posted here. I personally, would like to see modifications made to the kidnapping system for villains.

    Example
    Instead of being a carbon copy of the rescue missions for blue side, we should have more control over what happens. Meaning that...we're villains! Why can't we gut punch the poor sap that got grabbed in the first place and carry him/her out?

    Add new mechanics where the ambush ratio is increased in those missions slightly and you have to put down the person to be able to engage in fighting. Make it where there is a chance that the person could be killed in the crossfire, or they wander off, thus failing the mission. Just to make it something different...

    Stalkers and Mayhem
    This has probably been flamed about to death, but what the heck was the idea behind making Stalkers visible during ambushes? I understand that ambush mechanics carry a -stealth and +perception to the incoming NPC mobs, but Stalkers are the only class that should void that. They have the highest stealth level in the game, but they aren't very strong early on, making versatility in mobs almost non-existant.

    Then you take away their one weapon against that in mayhems? It's not like they are going to just run away from the mission by being invisible. They will try to help the team out and fight, but they should be allowed to do what they do best.

    Leading me to my next point about Stalkers, in PvE ONLY their AS should do line of sight damage like Headsplitter. Meaning, if you have a group of guys in a line, you should be able to chain through about 3-4 max and unlike headsplitter, the damage for stalkers should do less each successful chained NPC. Meaning that the first NPC, the origional target should take the brunt of the AS damage, the one next to him half and so on and so forth.

    I think this would give Stalkers a slightly better feel of the game in the early stages. Honestly, it probably wouldn't hurt to give them a Heal earlier on. As it stands right now, Willpower gives them Reconstruction at lvl 8, which is the earliest of any of them and that was something JUST added, so....

    Weather Effects
    How come there aren't weather effects in CoX? No occasional gusts of wind or a breeze to blow our capes and/or objects that drift by. No Thunderstorms with rain to herald in a Rikti invasion or change the mood? Whats up with that? Zones like Nerva / Port Oakes in Red Side and Kings Row / Croatoa in Blue Side would be great zones for rain. Other zones would have a random chance of storms, etc...etc...

    Its hard to believe that with such a dynamic physics engine, these elements aren't possible.

    Closing Comments
    Villains was never seen as an expansion when it was released and yet it is being treated as such. Although new content has been put into the game each issue, Blue Side continues to get the larger improvements while Red Side is forced to play sidekick or underling most of the time. Branch us out, we need to break free of our bonds to Arachnos, and while several mission Arcs give us the feeling of doing that, we never truely become our own Villain.

    We finally get Villain EATs and what are they? Arachnos...not saying that it won't add an interesting element to the game, but Villains really needs MORE. It's frustrating playing a game where you're someone elses [censored] throughout most of it.
  14. Either way, if you're implementing some sort of in-game statistical tracker for others to see outside of CoH/CoV that would be great. Considering the alternative background tracking programs available, this would be much more accurate and efficient.

    I don't buy all this "Oh, thats not fair, they know my power set!" in PvP garbage. If you've been playing the game long enough, you know what the other person is using. Not to mention you can just right click on them and view "Info".

    As to being kicked for your power choice and slotting in a team....*shrug*, never happened to me, but I'm more inclined that the person would have been kicked anyways for being lame. Even those new to the game find someone to help or figure out the general flow of things relatively quick.

    Oh, and just a side note, is I11 coming out sometime before next year? Keep up the great work.