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But you'll note that Mod8 doesn't appear to be unhappy about the "full blown" rumor mill.
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/signed
This idea has a *lot* of merit.
As I think about it, one problem it might solve is the reluctance of players to purchase those recipes with levels not evenly divisible by 5. Instead, you end up with a much smaller list of recipes on the market, and they're ALL equally valuable, since the crafter determines the recipe's level at the time of crafting.
This makes it much easier to get the sets you want and to offload recipes you don't want. Further, as others have noted, if the fee for crafting is a sliding scale based on how many levels of difference there are between your current level and the crafting level, it provides an additional influence sink for the devs.
All in all, a good idea. But, definitely open the full range of levels to 10-50. -
The Information Control Gods are not pleased. You will be eliminated. Grab your ankles, and prepare to meet your Doooooooom™.
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Let's compromise, shall we?
A Viking Zone with Velociraptors, Pirates and Ninjas, set on a lost planetary shard in outer space!! The Zone Monster is, quite naturally, either a Dragon or one bad-*** pissed off T-Rex who lost his teddy bear and is pretty darned sure you have it.
Zone events include Velociraptor Swarms, Dragon Raids, Pirate Pillagings, and Ninja Whoopin's.
And thrown in a Big Red Ball while you're at it. After all, that Viking Dragon has to be guarding something, right?
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This might be a good time to lay off the Red Bull. -
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I've played some games that had much smarter AI (Aion and Tabula Rasa leap to mind). There are pros and cons, as everyone's pointing out. However, here are some ways to make the AI smarter:
- Cover and concealment rules. Tabula Rasa nailed this. You got a defense bonus depending on how much of your body was covered by an object between you and the individual(s) targeting you. Say there's a half-height crate between me and Ghost Widow. 50% of my body is covered, which makes it harder to hit me (I'm a smaller target). Enemies could be taught to take advantage of cover and concealment, especially when ranged enemies are engaged.
- Higher Ground Rules. Individual on higher ground (or at higher altitude) gets an attack bonus. This helps to compensate for angles when cover and concealment rules wouldn't normally apply.
- Dispersion Intelligence. All enemies have been in Paragon or the Isles long enough to know what a controller is and how it works. Some of them are smart enough to resist the urge to stay tightly grouped.
- Minions remain canon fodder. Let's face it: that's what they are. However, they become smart enough to have basic dispersion rules and use cover and concealment.
- Enemy Morale. Take out the boss/lieutenant and the enemy suffers a morale penalty. But as long as that boss/lieutenant remains, the minions will rally to his cause with vigor.
- Smarter Lieutenants. Lieutenants don't directly engage in combat until they have to. Further, at any time a lieutenant can "take ownership" of a minion or two and command him/her like a mastermind. Thus, if the lieutenant orders the minions to take out the empath, the minions converge on the empath while the lieutenant remains behind to continue bolstering morale.
- Situational Awareness. Enemies become aware of the makeup of your team after watching you fight for a while. Eventually, it becomes clear to them who your healer, controller, and damage dealers are. Support personnel must be eliminated once the lieutenant has achieved situational awareness (a window of opportunity during which the team can eliminate him). Once that window of opportunity is gone, however, the lietuenants (or bosses)will order the minions to start targeting the support crew so that they can more efficiently eliminate the damage dealers.
- Call for Backup. In addition to patrols, give the Lieutenant/Boss a 1/100 chance of calling for backup when it looks like defeat is imminent. If he does so, a "patrol" spawn charges in to assist. This patrol spawn would generate separately from the patrol spawns generated for the map.
If these types of "improvements" are put into place, you would necessarily have to give people the option to play without them. Even then, how would you do that on a team? -
Go with the Mac Pack.
Trust me. The Mission Teleporter is awesomesauce. It works across zones, which is *wicked* nice to have when you get that mission in IP or somewhere else equally remote (Boomtown, Dark Astoria, etc.).
Only drawback: recharge time. -
First, let me be clear and state that this is not a SUGGESTION.
I've been thinking about the way that powersets are built in this game. And it occurs to me that if I settle on a given powerset, virtually every other character with those powersets will have exactly the same powers once they hit 50. Yes, you can take power pools, epic pools, and you can diversify your effectiveness with IOs and even standard slotting. But, let's face it: a fire/fire blaster still has the same primary and secondary powers as every other fire/fire blaster in the game.
I wonder what this game would have been like had the powersets been more like power trees. Again, I'm not suggesting that it should be. But it would be nice to see blasters, scrappers, controllers, defenders, and so on with more diversity in their builds than simply the way they're slotted. Further, I kind of think that this game is really well suited to that type of a power structure.
We're *big* on customization in this game. It just seems to me that this is a big gaping hole in the veneer of customizability.
I was wondering what you guys thought. (Again, not a suggestion, just an opportunity to discuss.) -
I don't think the idea is bad, per se; however, it would add to lag when you entered highly populated areas, as the client would have to retrieve the display settings for each hero/villain in the area and render that font appropriately.
I'm not generally in favor of anything that increases lag spikes. Can you imagine what it would be like during a Rikti Invasion? A Zombie Apocalypse? -
Survey done.
But you might want to revise your initial estimate of completion. It says you'll only need to set aside 10 minutes. It was easily a half hour, if not more. -
Quote:Ditto.My only feedback would be: I have no idea what if anything happened.
We heard that *something* was going to happen. So, when I was teaming with another group and we heard that something was happening in Atlas, we were en route between missions in the Hollows. But the leader figured it was all hype, so we didn't go to Atlas (where the action was), and by the time we got to Atlas, it was over.
COMMUNICATION. -
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Quote:I'm not so sure Kheldians aren't there. According to the timeline, Kheldians arrived on earth thousands of years BC; Marcus Cole was born in 1896. There should still be a Kheldian presence, but I imagine it's a little different from what we find in "Paragon Prime."I have a question?
Praetorian Epic ATs!
We know that the normal EATs can only be made in Paragon City and the Rogue Isles. (Because Arachnos doesn't official exist in Praetoria and... um... There isn't a Kheldian War going on, I guess...)
So would there be Praetorian Epic ATs? -
Quote:Someone explain what this whole NGE thing is, exactly. Please?Ummm...no ty
Like I said earlier, what I'd like to see is instead of "CoH 2" (which what would CoH 2 be? A better engine, new content/stories/etc for the most part)....well take all that stuff and put them into CoH. Re-do/re-vamp all the old CoH content and put some new stuff in there (as well as add new end game stuff)
I have cookies! -
Quote:Well, it not actual info, but War Witch did say this:
So it seems that 2010 isn't just about GRQuote:I think this is the first MMO ever to have a female lead developer, right?
The City Of Universe™: Bucking Trends Since 2004. -
Quote:However, there's frequently very little correlation between a drop's rarity and it's price on the market. Case in point: Luck Charm, a common drop required to create Accuracy IOs. Commonly selling for anywhere from 300,000 to 700,000 on the market.This isn't necessarily broken, but I dislike how certain uncommon sets require rare salvage. Cleaving blow is a big offender. Given how often a set like that drops and its lower cost on the market, it is silly for a 50k recipe to require a 2mil inf piece of salvage on a set that isn't popular. Changing the required salvage to cheaper items would really help low-budget builds.
Salvage prices are set by players, not the devs, and therefore have little to do with rarity. They should, but they don't. -
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Quote:It doesn't. It means that I misunderstood how you intended the power to work. Having it drain influence separately from endurance (which would be normally affected by powers) is a completely different scenario.Yeah--I'm talking about a toggle buff power that, rather than consuming endurance like all other powers, consumes influence/infamy.
How does that translate to a Blaster's nuke suddenly consuming all his/her influence (or having enough influence left over to fire off another nuke immediately)?
Your original post stated:What do you guys think of a inherent/temporary power or accolade power that fuctions as a toggle but, rather than draining endurance, drains influence/infamy at an arbitrary rate?
I made the mistaken assumption that you meant for this toggle to change the way that all powers worked. (You would kind of have to in order for it to have any meaningful effect on characters with vast sums of inf.) But that assumption was clearly incorrect.
I recant my objections. -
Quote:Okay, let's clarify something.Yeah, but if the drain is an arbitrary amount of so many influence/infamy per minute or second or what not, then it shouldn't matter what powers a hero or villain are using alongside that, right? Those powers would drain endurance as normal.
It's not like the power would switch ALL endurance drain to influence/infamy drain, rather that the toggled power drains a slight amount of influence/infamy while active, giving a subtle boost of some kind.
Your original post made it sound as though you wanted to consume influence in lieu of endurance. This post makes it sound as though you want to consume influence at a presumably constant tick-rate to enjoy a buff, while endurance consumption remains unaffected.
Is that correct? -
Quote:True.... You might be missing my point, then.
I never said the power should be like a Blaster nuke.
No. I caught where you said it was going to be a toggle. Which means, naturally, that it can be active when the blaster fires his nuke. Hence, my concern that it might seriously violate a major design principle behind the blaster's nuke (drain all endurance, leaving the blaster exhausted and unable to recover for a few seconds). -
I've written a plethora of user manuals and what-not. I'll gladly assist in the effort to create a new, updated player's guide!
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Quote:One thing I've learned playing MMOs with markets: an increase in supply does not necessarily mandate a decrease in price.The prices on purples and pvp IOs are unlikely to change unless supply is increased greatly, so I don't see them changing any time soon.
We saw it in Aion. Tons of the same item, priced outrageously. We see it here, as well.
Part of the problem (though I wouldn't change it, because I think it's preferable to Aion's market) is the nature of our blind market. You don't know what folks are bidding until the sale is complete. As long as buyers are content to pay higher prices, sellers will continue to post their wares at higher prices. -
Quote:Never happen. And I'd scream bloody murder if it did. Two words for ya buddy:
BLASTER NUKE.Quote:What, conferring an added damage bonus with Defiance? I wasn't thinking about that. Aren't a lot of temporary powers excluded from stacking with Defiance, anyhow?
You're missing the point. Currently, a blaster's nuke wipes out his endurance bar. So one of two things will happen:- Nuke goes off, and all the character's influence goes away.
- Nuke goes off, some influence goes away, but character has millions, so it doesn't matter, and the intended down-time becomes a moot point.