Valerian

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  1. Valerian

    Boss Changes

    [ QUOTE ]
    The exponential decrease in Enhancement drops is no big deal for my higher-level toons, but for my low-level characters it's a real impediment to being able to afford new enhancements. I haven't had to resort to shuffling influence around, but i might have to. (Especially if I hit a lull in winning contest/bio contests, which is where many of my low-level toons have been earning their influence.)

    [/ QUOTE ]

    It's off-topic for this thread, but you're right. There has been a *VERY* substantial decrease in enhancement drops since I3. I went through *THREE* missions a few days ago with my scrapper - all current-level missions, and wound up with less than a tray full.

    Did a current-level mission with my tanker this morning, and got 4 enhancements. Pre-I3, it would have been close to a full tray for the length of the mission and number of enemies defeated.

    I'd like to see this question addressed.
  2. Valerian

    Boss Changes

    [ QUOTE ]
    With this in mind it should immediately become apparent that being able to solo everything in the missions your contacts give you is horribly horribly broken for a team oriented environment like an MMO.

    [/ QUOTE ]

    I couldn't possibly disagree with you more strongly.

    [ QUOTE ]
    I do agree that tough to solo content should be better labeled so solo players do not end up with tasks more suited to teams but under no circumstances should you be able to solo everything your contacts give you.

    [/ QUOTE ]

    As I've posted previously, you *should* be able to solo the vast majority of what your contacts give you. In fact, I believe you *MUST* be able to do so. Otherwise, the game is horribly broken. The exception should be Archvillains and Elite bosses. And even some characters should and will be able to solo even Elite bosses, with care, tactics, and preparation.

    But, requiring teaming for anything else in contact missions is not at all welcome. And that's the state things are in now, for 3/5 of the archetypes, and probably 75% of characters, at a guess. The guess is probably not far off base. Point being, the majority of characters can no longer solo most of their missions.

    Yes, some defenders, controllers, and blasters can still solo the "improved" bosses. Most can't. Most scrappers and tankers can solo the improved bosses. Some can't. Being forced to find a team when you want to solo is not pleasant.

    Why do I feel the game is horribly broken if most of the contact missions require teaming? It's the devs telling me how I should play the game. At this stage of the game, this coercion is not at all welcome. Had it been present way back in Beta, I very likely would not have stuck with the game. I like being able to solo most everything. And it's not like there's any lack of team content. ANY mission can be turned into team content. And then there's TF's and trials, too. Not to mention street hunting. There's more than enough group content - in fact, *EVERYTHING* in the game is or can be group content. Why restrict solo content further?

    Is it any skin off your nose if all you want to do is team, while others like to solo? How does it hurt you in any way if the bosses go back to I2 levels? Bump your difficulty slider all the way up if it's too easy, and take a full team in - the bosses might not be as tough, but they'll be numerous.

    Why are you so hung up on "It's a multiplayer game, you must play in teams, you shouldn't be able to do much of anything solo!" CoH was marketed as solo-friendly. The fact that it's solo-friendly, while still allowing and even encouraging teaming, is what sold me on it. I'm sure I'm far from being the only one this is true for. In fact, I'd wager folks like me are in the majority.

    That said, teaming is great fun, for sure. I have enjoyed most every task force I've been on. And probably about half the respec trials. I like grouping with the people in my SG. I've duoed with a RL friend a *lot* during my "career". Not because I needed to, but because it was fun.

    As many, many others have posted, being able to solo for 15 minutes and actually get something done is a powerfully attractive feature of this game. Few people have large blocks of time to devote to a game - and I don't feel I should get on a team unless I have a good hour or so to team up.
  3. Valerian

    Boss Changes

    [ QUOTE ]
    [ QUOTE ]

    Note: It's very important that you don't get something like this in the contact's mission selection window:

    Go Rescue the hostages from the Freakshow!

    and then get this once you selected the mission from your contact:

    By the way, you'll need help, because you'll be facing Dreck!

    Or, seeing, once you select the mission for your nav bar:

    Arrest Dreck and his crew, rescue 5 hostages.

    [/ QUOTE ]

    I got that! Or rather, one like it:

    "Go rescue these hostages from the Banished Pantheon home dimension! You have two hours!"

    "Okay, I'm on it!"

    "Great. By the way, you also have to defeat Adamastor!"

    Fortunately, I had a team at the time I took the mission.

    [/ QUOTE ]

    LOL. That's *exactly* the kind of thing I'm talking about.

    Got one this morning: Medicate the stockbrokers after they've been gassed by the Devouring Earth. Timed mission. When I got into the mission, was told "Medicate 5 stockbrokers, find clues." Ok. No problem. Got to the last room, and what did I find but a "generic" Devoured. Wasn't named or anything. He wasn't too much trouble for my tanker, fortunately. It helped to avoid getting hit that I was able to taunt some other minions down from a nearby balcony.
  4. Valerian

    Boss Changes

    [ QUOTE ]
    BTW, you can still solo just fine in CoH if you care to but it's not reasonable to expect to be able to do everything the game has to offer if you do.

    [/ QUOTE ]

    First off...I like teaming. I really do. I team as often as I can. I have a great SG, and many RL friends I team with. I even do the occasional pickup group. About half the time, the pickup group is worth my time.

    However, about half my playing time is at odd hours. Early morning before I go to work. Mid-afternoon when I get home from work until just before dinner time. Often, I have to interrupt my playing time to help with the kids, or go pick them up from the sitter, or cook dinner, or whatever. So, I solo a lot, too.

    I get the occasional playing time in the evenings, and do like to set up times to do TF's and trials. I've done all the TF's that were accessible to my chars prior to I2, and plan to do the rest of them whenever I can. Those, of course, are not soloable. In fact, there's a lot of content in the game that's not soloable for the vast majority of characters.

    I don't see anyone asking to be able to solo *EVERYTHING*. Just to be able to reasonable solo the vast majority of the missions we get from our personal contacts - as was possible for everyone up until I3.

    Very, very few of us have ever been able to solo AV's. Or monsters, if the monsters were anywhere near our level. (Ok, so in I2 I stood toe-to-toe with Terra for a veeeeery long time, since I was also surrounded by minions to buff my DEF. I couldn't beat her, though, because she regenned faster than I could take her down.) And I don't see anyone having a problem with that. You should *EXPECT* to have to get a group together to take down an AV, or a close-to-your-level monster.

    And I don't see anyone saying they expect to be able to solo Task Forces and Trials, either. You should *EXPECT* to have to group in order to do those. They are, clearly, group-oriented activities. Yes, you do hear of the occasional story "I started X TF, and the whole group dropped out, but I went ahead, and managed to finish it." Those are far from commonplace, and should be considered anomalies - nothing that should require any kind of "fix."

    But, the new boss change has had a profound effect on the ability of 3/5s of the AT's in the game - and probably 75% of the existing characters, at a guess. Most defenders, controllers, and blasters now have a very, very hard time soloing any even-con boss (same level, which comes up orange.) Many scrappers and tankers can still do it, though it's far more difficult and time-consuming.

    Plus, the new boss change has, I'm sure, had a negative effect on TF's and Trials, too, not to mention large-team missions. With as many bosses that spawn on these types of missions, it has, at worst, made them un-doable, and at best, made them more grinding.

    Again, my suggestion:

    Put "generic" bosses back to I2 levels. Maybe buff them up 25%. Maybe make them tougher the higher you place the difficulty slider.

    Keep the "named" bosses at I3 levels, though I believe their damage should be dropped by 25% or so. They hit way too hard, especially for the "squishies." And make sure that all mission texts are gone over with a fine-toothed comb, to ensure that the text you see when you're pondering accepting the mission specifies whether there's a named boss present.

    Note: It's very important that you don't get something like this in the contact's mission selection window:

    Go Rescue the hostages from the Freakshow!

    and then get this once you selected the mission from your contact:

    By the way, you'll need help, because you'll be facing Dreck!

    Or, seeing, once you select the mission for your nav bar:

    Arrest Dreck and his crew, rescue 5 hostages.
  5. Valerian

    Boss Changes

    Making the probably-erroneous assumption that Statesman is still reading...

    I've noticed objects seem to have been severely buffed with I3, as well. Pre-I3, even-con CoT portals took about 7-8 shots to destroy for my tanker. Now, they take about 15 or more. Meanwhile, all those Behemoths are beating one me and hitting me with ranged attacks. Taking out a portal used to be doable - now, it's far, far more difficult. More difficult than it should be.

    Teamed up with some people to do a Malta mission. The Auto-Turrets seemed to take forever to destroy. What are they made of, diamond-inlaid adamantium??? I don't know how tough those were prior to I3, but they seem unreasonably tough now.

    Devouring Earth Cairns and other drops seem much harder to destroy now, too.

    Objects like this should be an annoyance, an inconvenience. They shouldn't take as long to destroy as a mission boss.
  6. Valerian

    Boss Changes

    [ QUOTE ]
    [ QUOTE ]
    I don't feel the new bosses are equal to a +1 boss now. I have characters who used to be able to take on a +2 boss as easily or more easily than a +0 boss now, maybe more, and my risk of one-shotting wasnt as high on the old +2.


    [/ QUOTE ]

    They are just +1.

    [/ QUOTE ]

    Maybe you honestly believe this, but it's just not so. I've *never* had my scrapper 2-shotted by even +2 bosses. Ever. And there's been plenty of opportunity, given how many TF's and Respec trials I've done with that scrapper.

    I'm sure you've seen this suggestion before. I hope you have, anyway.

    Keep the "named" bosses at the new I3 levels. The ones like "Saiba the Destroya", for instance. And make sure every single mission description where a named boss could exist specifically says there's a "named" boss in there.

    Return all "generic" bosses to I2 levels, or maybe buff them up 25%. I3 bosses in TF's and trials are just too much now. Do some data mining on completion and participation rates of the Respec Trials and any other TF's that spawn a lot of bosses, especially Sister Psyche. I'll be surprised if there's not a sharp drop in both of those stats.

    You say a single character shouldn't be soloing a single boss. 1 boss = 1.5 characters. What about the respec trial, where there's often greater than a 1:1 boss-character ratio? I haven't tried the respec trials since I3, but I've read reports on this forum, and on my SG forum, about teams of 8 having 10-15 bosses coming at them simultaneously. They take much longer to take down now, so you often have bosses left over at the end of a wave while the new wave comes in - with still more bosses to take down.

    I understand why you've powered-up the bosses. And I very much appreciate the long, detailed explanation. And, for the most part, the changes work fine, in solo missions, for at least many scrappers and most tankers.

    But I'm not sure you quite understand the full impact of your changes on defenders, controllers, and blasters, and on TF's and trials, or large-group missions.
  7. [ QUOTE ]
    [ QUOTE ]
    The fact is, they knew there were many, many bugs, and they rushed I3 out without fixing them. Many of the bugs, though not game-breaking (as in crashes), are very definitely a problem.

    Just for example: Silent blinkies. Howinthehell did this bug get into Live? It was probably one of the most extensively-reported bugs on Test.


    [/ QUOTE ]

    This bug got into live because it was lower on the priority list than many bugs that were removed. There are alot of bugs and issues that "Joe Average Gameplayer" doesn't even know about. Some of these are major quality of life, or gameply crashes. Those get fixed first.

    [/ QUOTE ]

    I happen to think the silent blinkie bug is a major quality of life issue. Those damned things are hard enough to find in a lab tileset...the difficulty can be an order of magnitude or two higher in an Oranbega tileset, when they don't make any sound. This was, as I mentioned, a very oft-reported bug in the month this issue was on Test. It should have been fixed prior to I3 going to live. No ifs, ands or buts.

    [ QUOTE ]
    Honestly, the shock displayed over the glowie bug going live is laughable. It is not that big of a deal.

    [/ QUOTE ]

    It's a big deal, yes. And my display of shock isn't so much over the magnitude of the bug, but the very fact that it got into Live. As someone who makes a living as a software developer, regression testing is very important. And when you have a "certification/user-acceptance-testing environment", as they do in the form of the Test Server, they're supposed to be fixing the bugs the users find before the application goes Live.

    They failed. Miserably. To sweep it under the rug by saying "Well, it's not that big a bug" is just another way of saying "We'll swallow anything you shove into our faces." They *knew* the bug was there. It's on their issues list. It couldn't be that hard to fix it. It should have been fixed.

    It's one thing for an unexpected bug to find its way into Live. But to allow a known bug is unacceptable in the "real world."

    [ QUOTE ]
    Issue 3 was promised long ago, and they took a long time (much longer than issue 2) to get it playable. The fact is at least as many people were eager for I3 to go live as would want flaws ironed out before it went live. In some cases, people freaking out over it not being live yet, are probably mad now because there are flaws. it is human nature.

    [/ QUOTE ]

    We were never given a firm date for I3. As such, if anyone really had solid, based-on-reality-and-not-wishful-thinking expectations for when it'd come out, they were nothing if not delusional. Heck, by your logic, we should have CoV now, since it, too, was promised long ago. Never mind if it's full of holes, and has never even been tested except maybe some tiny bits unit-tested on a dev's own machine, but because it was promised a long time time ago, we should have it now. Now, now, now, now!

    [ QUOTE ]
    I do not think anyone has enough information to be able to speak for the majority of the players.

    [/ QUOTE ]

    I don't know how much time you spend reading the forums, nor what your level of reading comprehension is. But, you're in a very, very small minority when you say "The bugs are OK, I'd rather have a bug-filled game than have to wait a little while for them to fix the stuff they know about."

    As yours is the only post I've seen in this thread disputing my claim that the vast majority would have preferred another week or two of delay while they fixed the most egregious bugs, you're very clearly not part of that vast majority.
  8. [ QUOTE ]
    For all of those complainng about the devs "not doing their jobs"...

    How many of you are reading and posting here when you are at work and should be "doing your jobs?"

    [/ QUOTE ]

    I am, but that's totally irrelevant. The fact is, they knew there were many, many bugs, and they rushed I3 out without fixing them. Many of the bugs, though not game-breaking (as in crashes), are very definitely a problem.

    Just for example: Silent blinkies. Howinthehell did this bug get into Live? It was probably one of the most extensively-reported bugs on Test.

    Like I posted above, perhaps the devs had no choice, having PHB's pushing them to roll I3 out no matter what. I can forgive that.

    But I firmly believe I speak for the vast majority when I say "I would have preferred a 1-2 week delay in I3 if it meant fixing even half the bugs that were reported during I3's time on Test."
  9. [ QUOTE ]
    [ QUOTE ]
    Mission objectives make no sound--in old-style cave missions or in orenbega, that can cause hours of searching time to find the last glowie

    Touch of Fear buffs instead of debuffs--disasterous to use in a tight fight


    [/ QUOTE ]

    That's two bugs (both of which were fixed and are in the pipeline). Neither are crash bugs. When you go live, there are inevitably some bugs - nothing is perfect. We need to make our judgment whether an issue holds up release or not.

    [/ QUOTE ]

    And weren't both of those (and many others) extensively reported on by people playing in Test?? How in the world did those not get fixed before I3 went live?

    Now, I can understand thoroughly-reported bugs not being fixed if there were some fixed deadline you had to meet, and had the choice of missing the deadline and catching hell from PHB's, or putting I3 live, bugs and all.

    But, you had to know these bugs along with many others were there prior to I3 going live. I3 should have had the majority of player-reported bugs fixed before it went live, barring PHB pressure.
  10. [ QUOTE ]
    What I'm about to suggest may be a lot of work, but here is how I would change the power. As it stands, it retains the full rooted. But if you slot one or more run speed enhancements into it, it gains a little movement, at the cost of resistances. More run speeds, faster movement.

    [/ QUOTE ]

    I've been suggesting this thought for quite some time, and even posted it up-thread. Naturally, I think it's a good idea.
  11. [ QUOTE ]
    [ QUOTE ]
    We're working (or more precisely our wunder-programmer Martin) on a change to melee combat that will enable you to hit runners. No more angling just in front of the fleeing foe - yep - you can punch him from behind!

    We hope to get this into Update 3, but it needs testing. But I thought you'd like to know.

    [/ QUOTE ]

    Great! But...

    I hope its for ALL melee combat and not just for Scrapper and Tanker Melee combat.

    If this is another fix like Hurricane (where you said not all melee skills are equal), I think you've opened a can of worms that will have serious reprecussions when PvP comes around.

    [/ QUOTE ]

    The non-scrapper, non-tanker types *have* ranged attacks for those runners. They don't *need* this fix applied for them, nor did they need it for hurricane, for that matter.
  12. [ QUOTE ]
    We're working (or more precisely our wunder-programmer Martin) on a change to melee combat that will enable you to hit runners. No more angling just in front of the fleeing foe - yep - you can punch him from behind!

    We hope to get this into Update 3, but it needs testing. But I thought you'd like to know.

    [/ QUOTE ]

    HOLY <CENSORED>!!!!!!!

    THANK YOU!!!!!


    I'm truly amazed. Twice in one day, you've given me cause to renew my faith in you guys. Wonderful.
  13. Valerian

    More answers....

    [ QUOTE ]
    Yes, we'll put stores on the map.

    [/ QUOTE ]

    Not a big deal, but it will be greatly appreciated, I'm sure.

    [ QUOTE ]
    Yes, we'll look into timed missions counting while offline.

    [/ QUOTE ]

    THANK YOU!!!


    (Oh, you wanted a question)

    Just how hard would it be to stop that timer if the player logs off, and there are no teammates still working on the mission?

    And another question: Can we please do something about the repetitive sound effects? The one for Practiced Brawler makes me play without sound when I play my scrapper alt, very often. I like what was done for the sound for Combat Jumping. A "whoosh" sound when you turn it on, and then nothing.
  14. [ QUOTE ]
    [ QUOTE ]

    I don't think any tanker that uses Unyielding Stance or Rooted wants or expects to have full mobility, jumping around, racing from place to place on the battlefield, as if they were a scrapper OD'd on meth or something. I think the vast majority of us "reasonable types" just want the ability to move a little, to get to those mobs that just will not come close enough to play with us, no matter what we do.

    [/ QUOTE ]

    Count me as one of the unreasonable types then.

    I want to fly. I see absolutely no reason why we should be expected to be slow on the combat field. Thats just not what COH is about.

    I came to this game expecting to be able to play a super hero. My idea was nothing more complex than being able to punch things, be tough and be able to fly. That is what I want out of COH.

    [/ QUOTE ]

    I really, seriously, doubt we'll ever, ever get full, unlimited mobility while having full status protection. While I would *LOVE* to see that, I just don't see it ever happening. It would make tankers way to powerful, IMHO. Thus, I ask for what I think is a reasonable, balanced tradeoff between the amazing power of Unyielding Stance and the huge disadvantage in being rooted in one spot.

    Maybe you believe that asking for the moon will work. I don't know. Good luck with that, and I mean that will all sincerity. I just doubt you'll ever see what you're asking for. Not in a tanker, anyway.
  15. My idea on Rooted and Unyielding Stance:

    Allow the slotting of run speed enhancements into Unyielding Stance. For each one you put in, you can get 10-15% of your normal, no-sprint, no-jump, no-super-speed movement. You trade some defensive potential for some mobility. Those that don't want to move, don't have to. Those that do want to be able to move, can do so, at the cost of defenses.

    I don't think any tanker that uses Unyielding Stance or Rooted wants or expects to have full mobility, jumping around, racing from place to place on the battlefield, as if they were a scrapper OD'd on meth or something. I think the vast majority of us "reasonable types" just want the ability to move a little, to get to those mobs that just will not come close enough to play with us, no matter what we do.

    I can even put this idea into "real life" terms. With US, you pick a spot, and dig in. You brace yourself against anything that would try to move you. If you stay there, you have full defenses. If you move, you have to carefully plan out your next step, so you can keep yourself braced against anything that comes at you. You're a little more vulnerable, because you're not putting all your concentration into staying put. The faster you move, the less defensive you can be, because you're not able to pick out your next step as carefully.

    Of course, I have no idea how hard or easy this would be to implement, but it would seem to be a pretty well-balanced way to allow mobility to tankers, while still giving them the resistances to the status effects. (Speaking of which, my tanker got stunned several times by blue-con Crey minions the other day - doesn't seem right. Big, tough, armored guy gets stunned by some flak-jacketed guy who punches him.)
  16. [ QUOTE ]
    Some clarifications:
    1. You get XP debt reduced at 2x your real level's debt removal rate, not your exemplar level's debt removal rate. If you have no debt, the real level XP is turned into Influence.
    2. You do not get any enhancements while you are an exemplar.

    Some upcoming fixes:
    1. You will be able to do old TFs by exemplaring.
    2. Bad will not run away from exemplars.

    The code for these has been written and is on its way through QA and into a patch. Stay tuned.

    [/ QUOTE ]

    The fixes sound great. I actually thought #2 was going to be in one of the last few patches - should have been a trivial change.

    There's one more bug you're overlooking. At least, I believe it's a bug. If you die while you're an exemplar, you get debt as if you were playing your normal level. This seems wrong.

    I also believe you should get level-appropriate enhancements while you're an exemplar.

    Yes, I get that it's supposed to be a social thing more than anything else, but being able to help your friend on their lower level missions doesn't quite make up for everything else you give up to be an exemplar, IMHO.
  17. [ QUOTE ]
    I went out and petition, after waited for 2 hours. Something happened. I got a disconnected map server mseeage, though it just stayded less than 1 second (about 0.5 second). The mission had been reset.


    [/ QUOTE ]

    You're kidding. You got LCTMS for half a second, and the mission was reset????

    Devs, this is a real problem. Missions shouldn't reset due to LCTMS. They should only reset if the player actively logs off, using a menu option or /quit. If there's issues with keeping up with mission info, keep the mission around for 5 minutes before resetting it. That'll give a player who got LCTMS'd a chance to log back on and pick up where they left off.
  18. [ QUOTE ]
    FYI: I don't know -exactly- how it works, but entire city zones SCALE MOB SIZES

    Go to test when its -empty-

    Walk around Talos.

    Notice all the mob sizes are 1-4 mobs? Very few lts/bosses?
    I did this before U2 was on the test server, there was me and one other person in Talos. Everywhere I went, mob sizes were tiny. On Virtue at the same time, mob sizes were -all- easily 2-3 times as big.

    Now go to your main server and wander around Talos.

    Compare.



    Of course, with U2 freshly on Test, you may have to wait a long time to be able to test this for yourself.

    I'm sure a red name could point this out and give better clues as to how it works.

    Nevermind that Statesman already hinted at it.

    [/ QUOTE ]

    I noticed this back when I was just getting into Steel Canyon. When I played in the afternoons, all the 5th column spawns were 3+, with at least one being a Lt. Early in the morning, it was common to find 1 Lt, or 2 minions. Same went for Outcasts, for that matter. At the time, I was quite happy about that, because it meant I could street-hunt without getting in over my head.
  19. [ QUOTE ]
    [ QUOTE ]
    And this is a great goal, I want to see this happen. But right now the current trend is in introducing status effects. At level 10 there where very few mobs with status effects, the occasional Edilon or Lost Blaster. By 40 it seems the only challenge is chain stunning or holding mobs and well that is not what many people consider to be a fun challenge.



    [/ QUOTE ]

    No - the Status effects are not meant to be the way that things get "harder" in the overall sense. The current changes to Rikti and Nemesis bring them into line with the difficulty of other groups (Malta, Carnival). So now all groups are of equal difficulty (that's the goal!).

    Now the Inspirations and powers that protect oneself from stunning, etc. are very, very needed. And that's a good thing. Tackle the high level groups without preparation and a hero is in deep trouble - quickly.

    [/ QUOTE ]

    Ok.. I haven't gotten through the rest of this thread, but this is what ticks me off. You can be as prepared as all get-out, and STILL get into deep trouble, quickly.

    For a tanker, if you want to avoid being affected by status effect powers, you *have* to use Unyielding stance, or some other rooted power. (Yeah, you can use inspirations, but they're just not nearly as good, for one thing, and they're not always sitting in your tray, and they quit working at unpredictable times. Yeah, I could probably use a stopwatch, and figure out how long they last, but heck, I'm too busy in the middle of combat to keep up with *that* much detail. And, if I tried, the game would quit being fun, and start being work.)

    So, you're rooted. And what do *WAAAAAAAY* too many enemies with these status effect powers do? They stay out of melee range. And then there's the type that leech endurance from you at range, so you're *really* screwed. You can't drop your rooted status-defense power, or you'll be down faster than you can say "kiss the floor." You can't hit them, because you don't have any ranged attacks. You can't chase them, because you don't even have limited mobility while rooted (which is something many, many tankers have asked for, zillions of times.) Even taunt and provoke don't always get them to close to melee range.

    Of course, you could have teleport, and bamf around the combat while still rooted. That doesn't make sense that this works, but I'm not asking for it to be nerfed. I don't have teleport, and I don't see getting it. It doesn't fit my character concept. I can't justify it in any way, other than to bow before the altar of game mechanics.

    So, this is supposed to be fun? Challenging? Not in my book.

    The way to fix this, at least for tankers, is to allow some limited mobility while rooted. Let us slot a run speed enhancement into our Unyielding stance, or the like. Let each one allow 5-10% of our normal, non-sprint, non-jumping movement. You get movement, at the cost of defense. A fair trade-off. And you don't have to stand there while that stand-offish villain pounds on you at range.
  20. [ QUOTE ]
    On Pinnacle I lose mapserver alot, especially when going in and out of doors, and when going in and out of doors loadtimes are especially horrendous

    [/ QUOTE ]

    There's tons of posts about losing connection to the mapserver. And tons of possible solutions. I couldn't begin to list them here. You should do some searches for "LCTMS", just for starters, and read some of those threads.

    As far as your other problem, more memory almost always seems to help slow-zoning issues. If you have 256 MB or less, I would strongly recommend getting that up to 512 MB, 1 GB, or more.