Valerika

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  1. Valerika

    Targetable pets

    I would like to see pets that characters can spawn that are targetable the same way the Rikiti dummies in the RWZ bunker are. Maybe one that looks like an archery target, one that looks like a little robot drone, etc. It would be nice to target practice in your spare time to improve your aim, but it would also be nice in terms of testing your powers outside of the tailor to see if you're really happy with the way the colors look everywhere else. I'm sure there might be issues, like adding to lag if people use them in high traffic areas, but it's just a rough idea. What do you think?
  2. Valerika

    Variable Names

    One of the things I like about this game is that my character names are unique. That shouldn't change. If you figure out a way of tying character names to costumes, fine. If you have to make character names non-unique to do it, no thanks. Try being original for a change. It's not that hard.
  3. Quote:
    Originally Posted by Arcanaville View Post
    The only population density my thought experiment cares about is the density within the market trading area itself. The size of the rest of Pocket D surrounding it is as relevant as the size of Talos surrounding the Wentworths there.
    Exactly--which is why I suggested that simply by adding that terminal you would be -changing- the density of that market trading area. I believe that if you put that terminal in a highly dense area of Pocket D, you'd come back a month later and discover that the area where you put the terminal was no longer high-density. People will have migrated to other parts of the D to do their socializing, leaving the market area relatively clear. People would -use- the terminal, but much like WWs, they'd use it, then head off to different parts of the zone to socialize.
  4. Quote:
    Originally Posted by Arcanaville View Post
    Size is not an issue because the issue is not socializers outside the market areas intruding on the markets, but the social interaction intrinsic in high density within the market area itself. That's why I specifically noted merged market areas; to increase the theoretical density in that area as high as possible. If its not a problem to have lots of people crowded into a single market area in Pocket D, the same would likely hold true anywhere else, because the surrounding environment is only significant insofar as it pertains to the convenience of arriving at that market area in the first place.
    Actually, size -is- an issue, because it affects population density. The D is large enough that the people in it an any given time aren't packed together--there are hotspots where people congregate, and those spots are highly concentrated, but that isn't true of the entire -zone-. That's why I said that where you placed that terminal in the D would make all the difference.
  5. Quote:
    Originally Posted by Arcanaville View Post
    My post speculated on the difference between Pocket D and the normal market areas' appropriateness for socialization by proposing an experiment to see if market activity is sufficiently incompatible that people would actively avoid mixing the two activities even in the face of a convenient pre-designed area that comingles the two. That's neither an endosement nor a repudiation of Nethergoat's suggestion. It is directly relevant to the question I asked earlier, which was whether there was in fact a specific difference between the two areas that is something other than coincidental.

    The question is the degree to which people actually care, and that's measurable by seeing how many people use those terminals. If more people care, some fraction of the total will avoid using them even if they are otherwise convenient to use. The normalizing factor is the number of people that pass through Pocket D relative to the numbers that pass through the other zones that have markets.
    I think what would happen is that the area where you place the terminals would become the "market area" of Pocket D, and socializers/RP'ers would steer clear of it by a small radius, much like they do around the tailor--people back away from that contact by at least 20 feet or so in order to chat or RP, because the people right -at- the tailor are typically busy and won't respond, in my personal experience.

    Since Pocket D is relatively large, this wouldn't present a problem, unless you -deliberately- put a market terminal in a highly concentrated area, like in one of the bars, or on top of the dance floor. In that case, you'd start to see angry posts on the forums about the change from people who go to the D to chat/RP, but in the end, that highly concentrated hotspot would gradually dissolve, and people would socialize in other parts of the D in order to avoid blocking the terminals and trying to chat with people who don't respond because they're busy marketeering. Essentially, putting a terminal in the D wouldn't tell you that much about convenience over socialization--instead, it would just subtly alter the makeup of the D, which is large enough to easily compensate for such a change.
  6. Quote:
    Your hangup on spaces being defined by their intent is really weird.
    They *designed* it as a social hub, and yet it is mostly abandoned.
    Not on Virtue, it isn't. Is that really what this is about? Is this just another one of those "My server doesn't have enough people on it, merge the servers" threads with twist? When you aren't around enough people, go to where the -people- are. Don't force them to come to you.
  7. Quote:
    That nobody's complaining much about the proposed fee but are howling LOUDLY at the prospect of brushing shoulders with the unwashed masses is interesting.
    False dichotomy. Not wanting a crowded WWs is NOT the same thing as hating people or not wanting to socialize in general. I love to socialize in-game, but I do it in places where people don't go to conduct business--I go to Pocket D, or to one of the many other social hotspots where I won't block access to terminals.

    Quote from Monovalent:
    Quote:
    Not only should this suggestion be implemented as of right now, but anyone who has posted in this thread about how incredibly hard done by they would be if they actually had to be near another player while crafting their precious Perplexes should have to spend one hour per game session standing at the market welcoming every other player that shows up to do a bit of shopping.
    It's ironic (at least to me) that people use arguments like these in order to champion greater social interaction in this game. It comes across as so horribly obnoxious and abrasive. It's counterproductive at best.
  8. Quote:
    Originally Posted by Arcanaville View Post
    I'm curious: from your perspective, what specifically makes Pocket D more of an appropriate socialization spot than the markets, or for that matter any other random spot? Are those properties, whatever they are, transplantable to the market locations in theory, or is there something about Pocket D that makes it impossible for the markets to have the same properties?
    There are a number of things that make Pocket D more appropriate for socialization than the markets. First and foremost, there's the original purpose of the markets--the market contacts. The more people crowd around them, the harder it is to access them. This isn't that big of a deal for the Black Market, but for WWs, which is enclosed in a relatively small place, a large gathering of people would make it difficult to actually reach the contacts, adding to the "get out of my way, I just want to conduct business and you're blocking my path" annoyance factor. Pocket D, on the other hand, is very large, very open, and has the added effect of bars, chairs, etc. There's very little to do in Pocket D -except- socialize, and having more people there doesn't make it harder for you to reach contacts. In other words, if Pocket D were crowded with people, it wouldn't make it more difficult to -do- anything the way a crowded WWs would.
  9. Quote:
    Originally Posted by Leo_G View Post
    Easy. Put an inventions crafting station next to the merit vendor guy. Now it's a convenience to go to WW/BM since you can buy salvage, recipes, spend merits and craft all in one place.

    ...as long as you don't come back complaining that "This ruins the Universities as social space for crafting!" because then I'd have to pounce on your face.
    You've managed to turn a very bad idea into a good one, Leo. I'm impressed, and I'd love to see your solution implemented.
  10. Quote:
    Originally Posted by dugfromthearth View Post
    How is that different from any solo content vs team content?

    team xp is vastly superior to solo xp
    That's true, but even by the standards of team xp versus solo xp...it's pretty darn low right now. I still think they'll make an adjustment at some point to make it more (but not -too- much more) comparable.
  11. Quote:
    Originally Posted by Golden Girl View Post
    Even with the introduction of DA, the +2 and +3 shifts are pretty much optional extras for strict soloers - the enemies don't got above 54, and start as low as 50.
    The most important things for strict soloers are the Alpha shift, and T1 for the other 4 slots.
    Actually, I'd say that Tier 3 Clarion Destiny is equally if not more important for soloers, because it allows for a permanent click-based mez protection for things like squishies and human-form khelds. It's incredibly useful. Same goes for Tier 3 Rebirth for chars that don't have a self-heal (like /SR, /Shield) High tier Destiny is reaaaaally useful. Hell, I'd say game-changing.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    After the initial rush of players running Dark Astoria for content, they'll quickly figure out that the pace of the Incarnate progression is so slow compared to trials they'd be stupid to to run DA arcs rather than trials.

    The vast majority will go right back to trials, and the people on servers with low populations or who play at odd times preventing them from running trials, will be forced to run DA until they becomes frustrated with the lack of progress and just give up on Incarnates or move to another server to run trials.

    As I see it, DA really serves no one at the current rate of progression and will be mostly empty three-four months after launch, except maybe for people using it as a trial staging area.


    .
    I would be very surprised if they didn't increase the rate of progression over time. I think the devs are playing it smart and downplaying expectations early on to give themselves more leeway for future adjustments--it's a lot easier to increase rewards and make everyone happy than to throttle them back and piss everyone off.
  13. Quote:
    Originally Posted by BellaStrega View Post
    Well, I mean I found raid gear in WoW was huge for soloing, but needing to be in a raid to get it didn't seem to ever be a bad thing. The closest you can come to soloing to get that content is using the instance queue, which actually works fairly well.
    One of the many reasons I tried WoW, made it to end content, gave up, and cancelled my subscription I think in a lot of games, people accept that design because that's all they've ever known and all they've ever seen. Trends seem to be moving away from that, though.

    Quote:
    I'm not arguing that "just because something's always been done a certain way that means it's optimal design or a good idea." What I was saying is that on this particular issue, the incarnate trials were not a departure from past design philosophy, but rather an expansion of it.
    Absolutely, and you're right. That's why, when people started begging/pleading for a solo option, the developers were surprised. But the assumption that the drive for a solo option means soloists are spoiled brats who want EVERYTHING, including the TFs that existed before, to suddenly become soloable, just doesn't ring true to me.

    From reading this thread, and many like it before, it appears that the soloists were generally comfortable with the previous team-only rewards, but when it came to end-game content, they weren't just missing out on a little bit of exclusive content/accolades, etc. They're missing out on something HUGE. And while I consider those who boycott the system to be overreacting (I prefer to solo, but I've run the trials enough to get tier 4s on both my main chars )), I still think they have a point about how the -major- content in the game should be made with consideration given for soloists.

    I think -some- team only content is healthy for any game, but incarnate material is simply too big for soloists to ignore/consider "unnecessary". Regardless of whether the buffs are "necessary" or not, it's hard to argue that they're trivial. They make a big difference, as I can personally attest to on my KM/Shield and Elec/Elec scrappers. Even if I can bite the bullet and team to get those buffs, as I have done, many soloists don't feel the same way, and they deserve consideration.

    Here's my opinion on exclusively team-based end-game content: I don't think it's good design if it's done on purpose. As a "We promise we'll get to you when we've optimized the teaming method", it's perfectly okay. As a "We still want the teaming method to be easier so you'll want to do it, but here's a not-as-good solo option", it's still perfectly okay. But as a "NO, THIS IS AN MMO, TEAM OR GET LEFT BEHIND"...no. That's absolutist and exclusionist for the sake of exclusion.
  14. Quote:
    Originally Posted by BellaStrega View Post
    I'm a bit confused about the response to Arcanaville's comments. I don't get that she's putting up straw men or using the negative argument that best suits her. Her points are correct about game design in general and CoH in specific.
    For the most part, I'd agree. I just found that one specific assumption to be inconsistent.

    Quote:
    A lot of stuff over the years has been locked into team content, and when players worked out how to solo a lot of it, that wasn't really intended behavior or functioning. I don't see how the Incarnate system is a departure from earlier attempts. If anything, setting it up as league(raid)-style play strikes me as consistent with decisions made as far back as the purple patch.
    Just because something's always been done a certain way, doesn't mean it's optimal design, or even a good idea. And the fact that people didn't scream bloody murder over earlier team-only content (like TFs) tells me that soloers aren't nearly as absolutist or demanding as people assume.

    Quote:
    Also, the +2 and +3 shifts only work in incarnate content anyway, yes? If you get +1, you've shifted as far as you're going to in the vast majority of soloable content. The incarnate slots make a big difference on top of that, but they're not particularly necessary for that solo content, are they?
    It's not only the shifts, it's the enormous boosts to endurance/resistance/defense, etc from Alpha that allow you to completely transform a build and reoptimize for slotting, the self-heal/mez protection from Destiny that fills holes in builds with no mezz protection or healing, etc. Those buffs are HUGE for soloers.
  15. Quote:
    Originally Posted by Arcanaville View Post
    So you're saying if someone specifically asks me how I would deal with a situation, you have the right to say I'm being irrelevant if I address that situation directly but you don't find it relevant to what you want to talk about?

    You'll have to forgive me if I choose not to incorporate that particular sensitivity into my posting habits, as it would be both impractical to do so, and also completely ridiculous to do so.
    No, I'm saying that no one (Bill included) specifically asked you how you'd deal with soloists who demand that ALL content, without exception, in this game be soloable. Even he admits that's not feasible or a fair compromise, because he's comfortable with workarounds/a more difficult solo path/etc. You're fighting windmills, and you're basing your "compromise" on the idea that soloists are demanding that under all circumstances, EVERY piece of content MUST be soloable.

    Essentially what I'm telling you is that your original assumption, which boiled down to "I don't wish to cater to people who demand X" in your hypothetical game design, rest on the assumption that the soloists are the ones making such demands. They aren't. And they aren't likely to do so on other games, either. On the other hand, it's very clear that there -are- people, even in this game, that are demanding X, with X being "No end-game solo option." If you're concerned with not wanting to cater to absolutists, you're looking at the wrong end of the spectrum here.

    It's not a case of soloists demanding ALL rewards be soloable. They're simply for soloability to be one of the considerations given. It's not an absolute. If small things (like TF accolade rewards) are team-only, that's fine. But end-game content isn't considered small by any stretch of the imagination.
  16. I did read the thread, honestly. And I still believe that argument to be an irrelevant strawman, even when discussed hypothetically in terms of your vision of how a game should be.
  17. Quote:
    Originally Posted by Arcanaville View Post
    No, they are not based on that premise. I addressed the question as posed. If you believe you can prove your assertion, please feel free to link to any post I made in this thread where I made that assumption.
    Okay, here:

    Quote:
    Originally Posted by Arcanaville View Post
    "I do not want any rewards at all, without any exception, gated behind content that requires teaming."

    This is an example of someone asking for a game to not include something, as I define it. The specific problem with the statement is not the request to have any particular thing have a non-teamed option of acquiring it, the problem is specifically the phrase "without any exception."
  18. Quote:
    Originally Posted by Arcanaville View Post
    I am responding directly to a question originally addressed to me, about the specific topic I'm discussing.
    Yes, but your response was based on the premise that people were advocating that ALL rewards be soloable. That's not what's being advocated. People are asking for MOST rather than all, and only in reference to end-game content.
  19. Quote:
    Originally Posted by Golden Girl View Post
    There are?
    Yes, TonyV and lordlodonis seem to believe that MMORPG means either you team, or you -should- miss out on rewards, period. By design. Left up to them, there would be no viable solo option, ever.
  20. Quote:
    Originally Posted by Arcanaville View Post
    "I do not want any rewards at all, without any exception, gated behind content that requires teaming."

    This is an example of someone asking for a game to not include something, as I define it.
    Except that's not what any of this is about. If it were, you'd hear people calling for TFs to be dismantled. I think very few people think that ALL rewards should be obtainable solo.

    On the other hand, there -are- a number of people saying "I do not want any solo option at all, without exception, for new end-game content."
  21. Quote:
    Originally Posted by lordlondis View Post
    But it is part of the game. Its like complaining that there is no CTF multiplayer in Skyrim.
    Now that you mention it, Skyrim would make an AWESOME MMO...
  22. Quote:
    Originally Posted by Arcanaville View Post
    One way to deal with the teaming issue and the solo player issue in an MMO is to temporize. Which is to say introduce teamed-specific content with exclusive rewards, and then significantly later introduce solo content with a path to those rewards and more teamed-specific content with exclusive rewards in leap-frog fashion.
    Yet another way to deal with it is to make the teaming method of progression faster, easier, and "flashier" in terms of storyline/special effects, etc. without artificially staggering (delaying the release of) the slower, more grindy solo alternative. That way, no one feels alienated by "forced teaming" even though the teaming method obviously yields faster results (which makes those who believe teaming to be the "superior" playstyle in an MMO happy). In other words...handle it the way most MMOs are starting to handle it.
  23. Quote:
    Originally Posted by Darej View Post
    I just came back to look at some funny pictures/gifs


    If you want a moral to accompany this picture, I'd say this is what it looks like when you try to change canon by remaking the storyline in your own image. Bad things happen, and it's not a pretty picture.
  24. I'm a roleplayer on Virtue, and I feel the need to stress that DV does NOT speak for me, or for ANY of the people I RP with. If he spoke for the Virtue community at large, I'd be ashamed to call it my home server. I'm absolutely horrified and disgusted by the attitude he's displayed and the disdain he's shown for pretty much everyone who doesn't share his extremely narrow-minded and unimaginative view on roleplay. Techbot Alpha, please don't let this discourage you from playing on Virtue-I'd love to RP with you there, and so would a quite a few of my friends. It should almost go without saying that DV does not represent our server in any way, shape or form. Furthermore, if I came across someone with his attitude in game, I'd one-star them before putting them on ignore.