Ultra_Violence

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  1. The number dropped off mobs DOES increase but it may depend on my type (minion etc) how fast it goes up.

    I have definitely noticed more tickets dropping off mobs on harder difficulties and remember more tickets also mean a bigger end of mission reward.

    I have to test out how much it went up by though. I didn't pay that much attention.
  2. [ QUOTE ]
    [ QUOTE ]
    And it's bugged. It's giving the hide bonus even when they're not in hide.

    [/ QUOTE ]No, the Mission Maker Secondary.Ninjutsu.Hide never puts them in the Hidden state in the first place. It just gives them a flat damage buff.

    [/ QUOTE ]

    That isn't true they do go into Hide whenever they can. I have a Boss/Ally in my mission who is Thugs/Nin who constantly disappears and reappears shooting his two pistols (very reminiscent of Marvel's "The Cloak"). The defense bug is probably due to Hide is supposed to provide some defense even when it is down. Possibly Custom mobs aren't working like players in this respect.

    By building mob without an assasin strike they don't do nearly as much damage though. They aren't very smart after all. Of course if they triggered Inferno from Hide that could be bad lol.
  3. Ultra_Violence

    Destroying Cars?

    You don't get experience for destroying objects/clicking glowies anymore. That was turned off long ago due to it being used as an exploit.

    If someone has found a way around this it would probably be considered an exploit and posting it here would be a real bad idea for the person involved.
  4. Some outdoor maps (like Steel) the front feature is bugged. If you place ally in Front they will appear in Back and if you place them in Back they will appear in front.

    Follow does exactly that. They aren't fighting because you have them set to Non-Combat. Set to Defensive. Aggressive is crazy frothing at the mouth aggressive that everyone hates so much. Haven't tried Passive but that might work for you too.

    But since they use spawn points they won't ever spawn close enough to the entrance to see you as soon as you enter the mission. Plus some players don't like/want allies so giving them the option of taking them is a good idea IMO.

    Powerful allies steal experience/tickets. Many powerful allies and it is like not playing at all unless all you want is badges. Best I've been able to do with making allies not overpowering is to give them a healing/Buff set with a Control primary. They will still do way too much damage (IMO) but they won't kill 2 out of 3 mobs per spawn anymore.
  5. From what I've seen custom mobs don't even NEED tier 9 powers. Not like you can't make a tough mob without them and some of those (like Electric) are sooo annoying to fight.

    Seems to me the timers on powers are buggered up though. Custom mobs recast powers FAST. As was stated heals come too close together, another though is Holds. A week Earth mob for example will spam Immob and Hold forever until he gets bored and uses his secondary set. If this were a player with only those 2 attacks they would have dead time after casting them both.

    It's like everything is 3 slotted for everything. They don't have purples, they have ultra-violets. lol
  6. Same here. The Punkinator (do a search I doubt that name is used much) is story based. Starts out serious then gets (hopefully) funny by end.

    Moderate soloablility (because you may not be a Scrapper). 1 EB but an ally who can help a LOT if you use him right. 1 annoying Thugs boss though (bring Lucks lol).

    This may end up being a good thread to do missions off of. Although Farm/not Farm is a funny term in MA. A story driven arc can have all the same elements as a farm just with a story. I have run into a few fun farms to solo too due to the tactics needed. A farm with a legitimate reason to be doing what you are doing is OK with me. Not every story needs to have a dozen turns and a mile of text. I set up one specifically so my 26 AR/Dev Corruptor can solo bosses and mobs at Relentless. Its no walkover for him at that level but I'm sure it would be for others. Fighting white mobs stinks.

    What I object to are missions packed with so called allies who steal all my exp and tickets. Too many or too powerful allies don't make the mission easier, they make it pointless.
  7. [ QUOTE ]
    [ QUOTE ]
    If you're going to put an AV or EB in your missions, make sure that you mention this in your description so that people who are actually interested in your content can be sure to turn down the challenge level.

    [/ QUOTE ]I recommend taking the same approach to EBs/AVs that the canon missions do; the contact says something along the lines of "You should bring a team for this mission" before you accept it, and the text is in a different color to make it stand out. Exact phrasing can vary based on the contact's character and the mission in question.


    [/ QUOTE ]

    I would disagree with this. The AV/EB message should be in the Description as well as possibly in the contact's message. You don't see the contact's message until you start the TF or are part way through it. Even at level 1 AVs will be a problem and many will want to just avoid the mission.

    Moreover if it is in the description hopefully we can come up with some "approved" descriptions like noAV/EB, AV/EB so that you can search on missions.
  8. A good thought except that currently the desciptions update glacially slowly so adding overhead onto the process probably isn't a good idea.
  9. Empathy should work. Empathy is a good set to give allies if you don't want them stealing your experience. I mean I did one mission where there were 5 EBs allied to me by the end. I couldn't get in a shot on anything.

    Also pets work just fine. Just run past the mobs so that your new "friend" ends up standing beside them. Mobs have definite space issues lol. Also works with Teleport Foe sometimes.
  10. I think the problem right now is there is waaay too much available as it is, the mission list is starting to look like the WWW. Giving out 2 more slots would probably blow the search engine lol.

    Obviously HOF is attainable as there are a few arcs already destined for it. This may become a "Popular Kids" vs nerds thing but hopefully the grief nerfing will be controllable.

    If you want to play your arcs you can unpublish or play in test mode. If you want them out in the world then think hard before you write a arc and make sure it is what you really want to do.

    I am sure at some point they will add a slot or 2 but it will always be limited to keep people from publishing dreck spam.

    I wonder if eventually they will end up automatically unpublish arcs that haven't been played in 6 months or whatever. That would clean up the mission list a bit.
  11. Ultra_Violence

    MA Store needed

    MA contact needs to have his own store to sell you Inspirations. I know this uses Task Force code but it isn't really meant to be a task force. If you get bounced by a mob after using your inspirations it means a trip to the market or to your base to get more. Both of which are a pain as market may not have them and base has to be stocked.

    This would be a very nice quality of life change.
  12. [ QUOTE ]
    I've laughed so hard at the amount of missions I've seen titled Rouge instead of Rogue. I entered one hoping the guy was a joker and just made some mobs with red faces or something but alas... it's just spelling 101.

    [/ QUOTE ]

    Actually that would be a fun idea. Outdoor map. Female mobs all in red leathers.
  13. Ultra_Violence

    Pool powers

    I made a Thugs/Nin Boss and without Luck Inspirations he is crazy hard takes what feels like forever just to target him in the crowd while all his minions are beating on you. It is fun though.
  14. What is needed is multiple ratings. Role Playing, Difficulty, Soloability, Best Team Size(?), Plays to description (if it says it is a farming arc don't expect a lot of dialog but that doesn't make it a bad farming arc).

    I don't know something like that. Problem is everyone is rating missions based on different criteria. If I only like solo and you only like 8 person teams we are going to have completely different experiences on the same mission.

    Plus the fact that unless you get 5 stars you may as well not publish is an issue. There is SO much content out there most people are only going to run highly rated arcs. This is causing and will continue to cause a lot of grief for designers.
  15. Ultra_Violence

    Rating Griefing

    I ran into someone who rated an arc 3 stars and provided feedback to fix it. The feedback allowed the owner to know who left it, so it logged on his 2 accounts and rated all of the guy I met's missions as 3 stars.

    To the Poster, you mission may be great for teams but solo impossible. Does it say that in the description? If it is very hard it should also say that.
  16. Ultra_Violence

    New PvP

    I think the changes were Yes to make PvP more popular (it could hardly be less) but also to give everyone a fighting chance.

    One of the big problems PvP had CoH is that some ATs/sets were totally worthless except with friends to protect/buffer them.

    What they are really hoping for is that the new IO Sets get a lot of people to turn out if for no other reason than to get some sweet IOs. THAT could actually add to PvP popularity if there are a balance of Villains and Heros anyway. Camping zone entry is a big turn off for non-PvPers.
  17. Ultra_Violence

    New Add-On Pack

    The idea of a zone event consisting of a volcano erupting and spitting out igneous is very cool but unless you made a special zone for it I don't know how you could pull it on in game. It would be hillarious if they could.
  18. No more coop zones. The defeat the entire point of the game. It is Heros and Villains not the big chummy friends club. As a Villain I dislike being forced to do Heroic missions because there isn't enough Villain content.

    And I can't imagine why a Hero would perform Villain missions in a coop zone, assuming they ever made any.

    What is needed is a zone and bunch of Villain missions for Villains. People who don't want to do "bad" things can do coop missions. You can run all the villain content solo with 2 Villains and that is if you set your difficulty high.

    Devs say that designing new zones is resource intensive. I can see 2 solutions to that:

    1) Boomtown gets taken over by Recluse in response to constant Longbow presence in the Rogue Ises. Move a few hero missions and the zone is free for missions.

    2) Copy a Hero map for villains (sort of like an instance so that heros and villains never see each other). Then add Villain missions to the zone. Even Better? Add missions to zone that on completion makes like harder for the other side (by releasing a GM, triggering a zone wide event longbow/wolf spider Raid or whatever).

    That would be more fun IMO anyway.
  19. A couple of notes:

    Bosses/EBs give much better Inf/Experience rewards than other mobs. An EB can gives more inf than mission completion. Bosses are VERY worth sticking around for after a mission ends if you can take them safely. (most frequent is when a Freak Tank Rezes himself after mission end). The same goes for hunting. A blue Boss will probably get you more than a yellow minion so don't be afraid to go after them.

    Personally I have found IOs to be more expensive than TOs/IOs plus they give less bonus than an SO until 30-35.

    Do your own story arcs and get the Reward Merits. Do a reward turn in (preferably 30+) and if you get lucky you can have enough money to outfit all your characters (gotten as much as 120 million off 1 recipie).

    Any salvage that sells for a very high amount (luck charms) you should hold onto a few of instead of selling all of them. Last thing you want is to have to buy them back.

    If you need money you can easily buy Salvage/Recipies from the market at rates below the Store rates then sell them to the Store. This can be a good way to raise cash, especially during events/after new releases when the market gets flooded with items and few buyers.

    Get the Crey Employee/Intern Day badge so you get a Tier 3 inspiration after each mission, then sell them at market. Even a low level character can make a killing like that.
  20. [ QUOTE ]
    i havent read all 24 pages of this thread, but how about opening all the hazzard/trial zones (red dot zones) in CoH. that way nothing new will need to be created and will give new hunting/grinding zones for villains.

    [/ QUOTE ]

    Fine but there is little to do in some hazard zones and zones like Hollows/Shards missions don't make sense for Villains.

    Seems to me the easiest solution is to take Boomtown from Heros, who barely use it anyway, and create a zone where villains are trying to get a foothold in Paragon.

    The other option is to just use existing maps but make what is basically a Villain's and Hero's instance of the map. Then create separate Villain missions. This way both sides can use the same map without ever seeing each other. That would work well for Hazard zones or any zone you want to contest without PvP.
  21. [ QUOTE ]

    So when I talk about bailing when I smell effluent, I'm talking about a ripe, reeking, STENCH of effluent. I'm talking about a mission that is OBVIOUSLY a 55 gallon drum of sewage, not just a little bit poorly done. And once I'm sure of that, I should not have to waste my time struggling through any more of it before I can give it the rating I consider appropriate.

    If the creator of that barrel of sewage wants people to persevere, then they have to give it a better first impression. It's called good writing.

    [/ QUOTE ]

    Unfortunately not everyone has the same standards. Just because YOU only quit and badly rate missions if they are truely terrible doesn't mean others will follow that lead.

    Some will start missions quit and rate them badly just to get the badge for rating missions and grief other players at the same time.

    Some will start friends/SG mates missions and quit them all immediately then highly rate them to get them in Hall of Fame and get badge. Even worse you would see a channel created for "You rate my missions I'll rate yours" deals.

    This is what Positron is talking about. If they allow people to rate ANY content before finishing it some players will use it to exploit/grief.

    This is why a short timer doesn't work. 30 minutes could work, mainly because some fools will create content with 50 Kill All mission arcs (or 1 Kill All on a large map with nothing but Carnie EB/AVs lol) that no one could ever finish with their sanity intact. There really needs to be some way to warn others about such arcs. But I can't see a painless way to do so unless you use the inappropriate content complaint system. (which I also expect to see get a real workout)


    WHAT I WOULD like to see is a method of personal rating mission creators. If I really loved X's mission a way of flagging/sorting missions so I can find anything else he/she did like following your favorite authors. That I can find no down side to this as it would only be seen by the creating player.
  22. [ QUOTE ]
    What about this then, as sort of a compromise? How about letting us finally get account based storage like all the other MMO's have. Do this for salvage, enhancements, recipes so we dont have to form personal super groups or get a second account to get the most out of the invention system. Any chance we can get this?

    [/ QUOTE ]

    You already have it, it is called a Solo Base. (well except for the recipies but you just build those into IOs)
  23. [ QUOTE ]
    Sweet! Although I wasn;t at Hero Conm, nice to hear things are progressing well!

    FARN.

    [/ QUOTE ]

    Yeah things have been running to soothly lately.

    TIME TO BREAK SOME CODE!
  24. [ QUOTE ]
    Looking for:
    - Major Tom

    I know he's out there!!!

    [/ QUOTE ]

    Would you settle for:

    Major Thong?
  25. [ QUOTE ]
    Objective:
    The geyser on the luge slide does not work properly if you are using speed buffs or have superjump active. This is a problem because you are all but required to have SJ or SS active in order to win a medal.


    [/ QUOTE ]

    All geysers work this way. If you have ever been to the Shard you won't get anywhere with speed buffs on. (you probably won't get anywhere with them off either lol)

    The event is fun but the candy cane costs are through the roof. Is it that the farther in the past a badge gets the more you are going to charge for it? That makes a kind of sense but if you want to do up a few characters it becomes "I give up" fairly quickly.

    Why isn't sprint considered a travel power? For my characters without PP travel powers that is what I use but I can't slot the winter IOs into Swift or Sprint where I would like to use them for the 6% speed bonus.