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Quote:And, hilariously, things still snuck through to live like they usually do every issue.yeah, the number of people complaining that it wasn't anywhere near ready for release, WTF are the devs doing putting this out, etc, despite the massive "THIS IS IN A CLOSED BETA STATE" warnings made me come close to attempting to removing my frontal lobe via my belly button...
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Quote:Sure it is, overall issue 16 looks sweet. Could be better if they rolled back pvp to pre I13, but that'll never happen. (Least we can hope for maybe is an "I12" button for arena...)It IS possible to satisfy you, right? I'm starting to have my doubts here.
I just think that releasing a whole lotta proliferated sets, which means a lot of new toons, and then having a double xp weekend "shortly" or "soon" after is stupid. Why do all the proliferating and work when a lot of people, not all, are going to blow through those levels quick as hell. It's only going to lead to more ******** when "Well I got some prolifs to 50, when can we have some more prolifs dawg?"
You could either push back the double xp weekend, or do something crazy like double up on how much Patrol XP you get. That way the toons you're not playing, since you're most likely playing your new shiney proliferated ones, will accumulate that **** up.
As far as Going Rogue, I'm not sure. Not until this new area is revealed anyways. The whole bit about being able to cross into zones is kinda cool, I guess. But in the end most people are going to end up at the MA doing those missions sooooo, yea. What most people are really going to buy Going Rogue for? The new powersets.
The majority of people will be paying just to get at Dual Pistols, and little else. Hell, I'm pretty damn certain they could throw up Dual Pistols and Demon Summoning as a sort of mini booster. Hell you could probably even make a booster out of EACH, charge like 10-15 bucks, and they would more than likely make some good cash off of that JUST because people want dual pistols so damn bad.
Also, when APB online comes out (if it's good) I will be satisfied then. -
Quote:How about you let me decide whether or not I want to mission in or out of AE? That'd be nice, thanks.It would be nice if they DON'T do this for AE. I was hoping that this would be a weekend where people came out of that building and actually did real content for a change. Seeing that DXP was in AE was a serious letdown. I saw few taskforces forming, fewer teams. Add that to the instability on Champion, made for a not so interesting weekend. I remember when we had these and people would use the task forces to level their toons, and not just running AE missions all weekend long.
Otherwise I am very glad to see another coming, lets hope that the instabilities have been addressed.
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Quote:Wow, so the devs want to give us a bunch of new proliferated sets, a new power set, then let us level them from 1-50 over 3 days? They're more "dee dee dee" then I thought!
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I don't really care about getting access to it, I got Bloodbowl to play anyways. I'm just saying that patching up something to keep people out is lol, when they can do it during GR's closed beta instead.
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Quote:How's it affect the server's if you can't even actually make the character? At the worst you'd crash. You're not sending and probably not receiving anything from the servers when you're dicking around in the creator.Honestly, I posted my conspiracy theory type thoughts... now another more realistic one struck me.
A new UI right up front with plenty of (untested) back-end functionality.
Plenty of room for bugs, memory leaks, and scaling issues that could affect the server as well as the client. That's probably something you want CONTROLLED access to. You have to manage the risk until you're sure it's ready. -
Quote:We do? Where, show me.Actually we do get another 2XP weekend with the release of I16, simply because that last 2XP weekend just kept heaping technical difficulties.
And just to stay on topic:
Oh woe is me! I have to wait like an entire month before I can toy with some new feature! Whatever shall I do!
Me Now Generation indeed... -
Quote:Right Right! But we have to elminate the noise, from all the people testing the SF/TF! Maybe having a real CB would've ensured that the SF wasn't busted when it came out, or the LRSF. Maybe...just maybe (nah it wouldn't).The major features of I15 were a new task force, a new strike force, and some tweaks to the MA. None of those were major enough to warrant closed beta testing, especially with an issue so minor compared to I14 before it and I16 after it.
EDIT: Lol at the tags for this thread.
They're still retarded for throwing up this magical queue patch to lock out everyone who's not in CB.
Really? We need to implement this queue patch not? Freedom gets 3 reds/day? Really? When's the next time we're going to have double xp? Next month? Must be if this is such a high priority.
Hmmmm, when's the next (better) time they could probably test this magical queue patch? Hmmm, **** ****! I know! How about you test it during Going Rogue's Closed beta! That's something people who aren't in the closed beta wouldn't be able to access anyways (IE char creator, since its an expansion). Sounds like that would be a good time to test it, instead of now, right?
Alas, it is lost on them. -
Quote:Oh hell, like that's stopped you guys from pushing to live before.Nope. Opposite.
Only players who are in the closed beta will be able to log into any part of the training room, including the character creator.
For the rest of you, we hope you can be patient and understanding. Hopefully we'll be able to get through closed beta very quickly, but there's still a number of known issues, crash bugs, etc. that we want to get ironed out before opening the floodgates.
Hahahaha
I wonder why you guys can't stick to the SUPER SPECIAL TREAT: CLOPEN BETA like with issue 15? Something the matter with letting everyone in to test now that wasn't present in issue 15? What's the big deal?
Basically they're admitting that I15 sucked long and hard as it did not warrant the need to lockout a big group of the population for its "closed beta" test.
As for this magical queue thing, I might be wrong, but I didn't notice any of the servers going red during dub xp weekend. I DID notice the server virtually taking a **** the last day, however, maybe you guys should focus on making sure that doesn't happen again. -
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Quote:You can thank AE for the skyrocketing price of purples, not farmers.@Razor
I'm all for letting people do what they want, heck to get the last influence badges you have to do some farms. However.
Farming in itself generate more influence, yea you get more items to sell, however... Only those who farm themselves will be able to buy those recipes that has already skyrocketed far above that of the player population that do not farm.
In example, when Purples was launched the typical price of a purple was 50mill or thereabout. Now the same purple, after the Devs launched I-14 City of Farm and Powerlevel.. whops...
Now that same purple, after I-14, has dobbled or even become triple in price.
I do not buy the general sentence "Farming helps the economy" or similar sentence that you promote.
Now farming will be a part of any game, so we got to learn how to deal with it. I accept that farming is a part of a MMO's life.
BUT
And this goes to all the farmers out there.
Please do not include the beginners into your farms, don't powerlevel them. Farm with friends and other farmers, please. Don't invite the new beginners (check them for their vet badges) or we will have a growing amount of players that only know how Atlas or (hopefully mercy/Port oakes) Cap au Diable looks like.
After all you do want players to continue to play the game... and be possible customers for the recipes and salvage you put up on WW.. right (to use your argument).
I wish to see the farmers back in PI (yes I do).
Not that I'm against AE, hell I love gaining levels fast as hell, and now any purples I do find sell for a **** load; why is there any reason not to be happy? -
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It's pretty cool when an ITF get's ruined due to ****** servers.
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Quote:Good for you, but MY pistols in MY pistols set uses CLIPS, thanks.Reply to no one in particular. You dont throw a clip, use a clip, empty a clip or anything with a clip.
Pistols and rifles use Magazines. A mag is what you empty, refill , load and fire with .
A clip is the small piece of plastic that holds the ammo while it is still in its original box.
Back to your regualarly sceduled debates... -
I've posted my concept for Dual Pistols a few times here and there before Going Rogue told us we were getting it. I'll put it up again and compare notes once it's released to see how close I got.
Also included: /Munitions as sort of a pairing to go along with Pistols, a la Archery/TA.
DUAL PISTOLS
You wield two highly customized pistols. While they fire a smaller caliber round than the Assault Rifle, they are of a lighter weight and can be reloaded faster, resulting in reduced Endurance costs and a higher attack rate. The pistols have been customized to match grade resulting in a bonus to accuracy.
Single Shot: Ranged, Minor Damage (Lethal)
End Cost: 4.5
Recharge: 3 seconds
Range: 75
Cast: 1 seconds
Accuracy: x1.05
You snap off a shot with one of your pistols. The damage is low, but it recharges very fast.
Dual Wield: Ranged, Moderate Damage, Foe Knockback (Lethal)
End Cost: 7.9
Recharge: 6 seconds
Range: 75
Cast: 1.2 seconds
Accuracy x1.05
1.2 Knockback (25% chance)
You fire each pistol once at a single target. Firing this way is slower than firing once, but it does more damage and has a chance to knock down your opponent.
Empty Clips: Ranged (Cone), Moderate Damage (Lethal), Knockback
End Cost: 10
Recharge: 7 Seconds
Range: 35 feet (35 degree arc)
Cast: 1 second
Accuracy: x1.05
1.2 Knockback (50% chance)
You empty your pistol's clips a wide arc, hitting multiple foes in the affected cone area. This attack also has a chance to knock some foes down.
Clip Shot: Ranged (Targeted AoE), Moderate Damage (Lethal), Foe -DEF
End Cost: 14.5
Recharge: 15 seconds
Range: 70 feet (12 foot radius)
Cast: 1.2 seconds
Accuracy: x1.05
-10% Defense for 6 seconds
You toss an extra clip you have handy at an enemy. At just the right moment, you shoot it, causing the clip to explode and spray bullets at each enemy in the affected area. This attack will also lower your targets' defense for a short time.
Snap Shot: Ranged, Moderate Damage (Lethal), Self +DMG, +Tohit
End Cost: 8
Recharge: 12 seconds
Range: 75 feet
Cast: 1.4 seconds
Accuracy: x1.05
+38% All DMG (10 seconds), +10% To-hit (10 seconds)
You quickly snap off a shot at an enemy. This will catch them off guard and you will receive a bonus to damage and To-hit for a brief time while they recover.
Head Shot: Sniper, Superior Damage (Lethal), Foe Knockback
End Cost: 13
Recharge: 11 seconds
Cast: 4.33 seconds
Range: 140
Interrupt: 3 seconds
Accuracy: x1.10
1.1 Knockback (50% chance)
You take careful aim at your enemy's head with your pistols. This impressive shot can knockdown most targets. Like most sniper attacks, it takes time to setup your shot and you can interrupted.
All Guns Blazing: Ranged (Cone), Extreme DoT (Lethal)
End Cost: 20
Recharge: 19 seconds
Cast: 3.5 seconds
Range: 35 (50 degree arc)
Accuracy: x1.10
You unleash a hail of bullets on your foes, affecting all within this power's wide cone. With no time to reload, you simply drop your guns and pull out fresh pistols to continue firing.
Rubber Bullet: Ranged, Minor Damage (Lethal), Foe Disorient
End Cost: 9
Recharge: 18 seconds
Range: 50 feet
Cast: 1 second
Accuracy: x1.05
Mag 3 Stun (10.1 Seconds)
You fire a non-lethal rubber bullet from your pistol. While it does little damage, it can stun your target for a while. This round takes a long time to reload.
Ricochet Round: Ranged (Targeted AOE), Superior DoT (Lethal)
End Cost: 14.2
Recharge: 55 seconds
Range: 75 feet (20 foot radius)
Cast: 4 seconds
Accuracy: x1.10
You skillfully fire a hail of specialized ricochet rounds into a group of foes. These rounds are designed to bounce off of hard targets and pierce through soft targets, affecting all enemies withing the area of affect. Slow to reload, this attack will chew through enemies. You might get a lucky bounce for extra damage.
(REMOVED FOR NOW)
Incendiary Round: Ranged, High Damage over time (Fire)
End Cost: 12
Recharge: 12 seconds
Range: 75
Cast: 1.67 seconds
Accuracy: x1.05
You fire a special Incendiary round at your foe. This attack will ignite the enemy and cause them to burn doing damage over time.
TACTICAL MUNITIONS
You have spent a considerable amount of time studying different kinds of ammo and munitions and their uses in combat. You utilize two match grade pistols that fire different kinds of highly customized ammunition, along with various types of grenades and bombs. While lacking support options, your study in the usage of Tactical Munitions means you are rarely unprepared for any enemy you may face.
Liquid Nitrogen Round, Tranq Dart, Taser Round, Vapor Round?, Sapper Round?, Acid Round?, Cryo Round?, Sticky Round, Phased Round?, EMP/Pulse Round?, HEAT Round/Armor Piercing, Smoke round?, gravity bomb,
Sticky Round: Ranged, Target Immobilized, -Fly, -Jump, -Recharge
Endurance Cost: 7
Recharge: 3
Range: 70
Cast: 1.1 seconds
Accuracy: x1.00
Mag 3 Immobilize (14 seconds), -50% speed/recharge (15 seconds), -fly/jump (15 seconds)
You fire a bullet that explodes on contact with a target, covering him in a sticky substance and stopping him in his tracks. This round causes no damage and can Immobilize most targets. Though targets can still attack you, their attack rate will be slowed. This round will also bring down flying targets.
Smoke Bomb: Ranged (Locational AoE), Foe -Perception, Foe -ToHit
Endurance Cost: 8
Recharge: 15 seconds
Range: 75
Cast: 1.7 seconds
-4.5% ToHit, -80% Perception
You can use this Smoke Bomb to cover you and your allies movements. All targets in the affected area will have their visible range reduced, though some enemies might have better perception than others. Attacking them will alert them to your presence, though they will have reduced accuracy.
Gas Grenade: Ranged (Locational AoE), Foe -DMG, Sleep
Endurance Cost: 11
Recharge: 50 seconds
Range: 75
Cast: 1.3 seconds
Mag 2 sleep, -25% damage
This grenade contains a specially formulated gas that, when inhaled, will put most enemies to sleep. Sleeping enemies are helpless and can't act, however, if attacked they will wake up. Enemies that aren't affected by the sleeping gas or are woken up still take a penalty to damage for a time.
Liquid Nitrogen Round: Ranged, Minor Damage (cold), Foe Hold,
Endurance Cost: 13
Recharge: 18 seconds
Range: 75
Accuracy: x1.05
Mag 3 Hold (5 seconds), -20% speed/recharge (18 seconds)
This round explodes and covers the target in liquid nitrogen upon contact, encasing them in a block of solid ice for a time. Helpless, they can do nothing while you continue to attack them.
Acid Round: Ranged, Moderate Damage over Time (Toxic), Foe -defense, Foe -regen
Endurance Cost: 8
Recharge: 17 seconds
Range: 75
Cast: 1.6
-20% defense,
You fire a round from your pistols that contains a highly caustic acid. This acid will eat away at a targets defenses, making them more easy to hit, along with chemically burning them for a time.
Taser Round: Ranged, Foe Stun
Endurance: 8
Recharge: 20 seconds
Range: 75
Cast: 1.5
Mag 4 stun (5 seconds)
This round, while non-lethal, will wrack the intended target's body with electricity. This will stun and make him unable to attack you for a long while.
Disruptor Round: Ranged (Locational Aoe), Foe -Resist (All)
Endurance Cost: 14
Recharge: 60 seconds
Range: 75
Cast: 1.5
-20% Resistance
After loading the Disruptor Round into your pistol, you fire it at a location. Upon impact, the bullet sends a pulse of ultrasonic waves to the surrounding location. These sound waves superheat structures, and armor, making enemies less resistance to damage.
Repulsor Bomb: Ranged (Locational AOE), Foe Repel, Foe Knockdown
Endurance Cost: 25
Recharge: 200 seconds
Range: 40 feet (20 foot radius),
Cast: 2 seconds
Duration: 20 seconds
2 Knockback (2% chance/pulse)
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The Repulsor Bomb is a very specialized tool. You choose where to throw it, and after it detonates, it will great a repulsion field, pushing back any enemies that get near it and may knock them down. This is useful for creating a barricade between you and your enemies.
Cryo Round: Ranged, Minor Damage (Lethal, Cold), Foe -Resistance
Endurance Cost: 20
Recharge: 240 seconds
Range: 75
Cast: 1.5 seconds
-30% Resistance (all) 20 seconds
This round was designed to punch through the thickest and strongest armors known to man. The bullet , upon impact, will freeze the area of contact to levels well below zero making any subsequent attacks on the target do more damage. -
Quote:I've already stated my proposed "formula" for purples: you do it like the defense mechanic streakbreaker. The longer you go without successfully rolling a purple, the higher the chance that you will roll one becomes. Based on kills, of course. I don't see the problem with this, at the very least they could then maybe call their game "casual"Also, shouldn't there be a formula for drops? Like if there are 100k subscribers, then there should be around 100 purple drops a month. Just random numbers here, but my point is if the ratio of purple drops decreases dramaticly, which it has due to the MA addiction, shouldn't the drop rate be raised to compinsate?
I would just think the Devs would have a general idea of an amount of rares they want to be dropping, and if that # drops to 1/4 or 1/2 of what they are expecting...they would raise the drop rate. If people leave the MA or whatever and too many purples start dropping, then they lower it again. Am I wrong to expect this type of micro managing the game economy? -
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Don't the Champions Online forums use this format?
If so, jeez these guys are taking it a bit too far. -
Quote:You're cynical, yet failed to notice that this period just happens to start right before Champions Online is scheduled to be released?
This is nothing more than a "Please don't leave us for CO" stunt. Not that I'm complaining, mind you. I signed up for the "Buy 12 months, get 2 free" promotion back during the holidays, so I'm set until May 2010. I'll be getting those badges and "Tier 2" access to Going Rogue closed beta for sure.
When you buy those chunks of time, do you get 12 months worth of badges up front, or do you still have to wait for them?
Mostly asking because of the
"60 months PAID time" bullet. Meaning if I bought 12 months of time now, and that would bring me up to 60 months, at some point, would it count as 60 months PAID time? It should since I PAID for it, though I haven't got the badges yet, no? -
So this reads:
All City of Heroes® and City of Villains® players who maintain an active account for the time period beginning August 15, 2009 and ending November 15, 2009 will receive a set of special rewards for their loyalty to Paragon City and The Rogue Isles:
Closed Beta access* for City of Heroes Going Rogue
Exclusive loyalty badges**: "Vigilant" for Heroes and "Determined" for Villains
* Going Rogue Closed Beta Access will be granted using a three-tier system:
o Tier One: City of Heroes Veterans with 60+ months of paid time.
o Tier Two: Loyalty Program players
o Tier Three: Players who Pre-Order Going Rogue (Preorder details to be announced at a later date)
Does this mean that if I maintain my sub from August 15th through November 15th, I'm getting into the Going Rogue Closed Beta for sure? Or is there something you guys forgot to add. Just saying, that's a lot of people that are going to be in it then, the way I read it. -
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Dark Assault-Dominators
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Shadow Maul, Dark Sentinel (Like voltaic, just dark-y)
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Oomph. everything else looks good.
Having Combustion in Fire Assault is bad enough. Shadow Maul = Immobility for slightly over three seconds, High DoT damage, tight cone...bleah.
VS is one of the more amusing ways to grief yourself with the Electric Blast set. There's a reason there's so much back and forth about it on the forums (Mixed amongst the back and forthing regarding Electric Blast in general)...
I'd suggest going more for something that looks like a Nictus (Floating, black ball of fluff), that fires Dark Blast and Gloom. It'd do decent damage, instead of "is this worth it or not" damage...
Granted, VS is good against single targets.
Wait...not this discussion again! *runs*
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Then skip Maul. Most people do, others like it. Same with "Dark Sentinel"; every set has to have one or two powers that are sucky enough to skip every time, or somewhat sucky enough to skip sometimes. -
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Hey how comes we can't have an open beta for all like issue 15?
Or was that because there wasn't anything to TEST in issue 15?
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There will be an Open Beta for Issue 16. It will happen sometime between the beginning of Closed Beta and the Issue going Live.
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Read please.
I said an open beta LIKE issue 15.
I'll elaborate: Issue 15 was...what, clopen?
Basically they're having a closed beta for this issue since there's actually stuff to test this time around.
The ultimate question, then, is will they listen? (If there's anything supremely [censored] up) -
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Can my lists be tweaked, sure. Some valid objections are raised. What I threw together wasn't meant to be a painstaking final draft.
Some ripostes, though:
Tar Patch as a secondary would obviously be nerfed: perhaps the AoE made smaller, longer recharge, etc... Does every Support set have to start with a ST Immob? We all know that we all wind up respecking out of it the first chance we get. Wouldn't it be nice to have something one would keep?
Two extracted pets being somehow unlikely: The Illusion Phantom and Phantom Army are also two similar pets in the same set. One of the fundamental 'flavors' of Dark is using one's foes in a vampiric and leeching manner to power one's own abilities. Dark should be inundated with those types of powers.
My Dark Control is too buffy and not controllery enough: Dark, in whatever powerset it has appeared, has almost always had a -ToHit component, which is inherently 'buffy.' What is unlikely is that all the -ToHits would be removed for Dark Control. Also, I gave the set three pet power (rivaling Illusion or Storm), which seems pretty controllery to me. Considering how a Dark Control is going to be often paired with Dark Buff, which already is pretty controllery, the challenge is to find controllery powers which don't duplicate what Dark Buff already has.
Lack of Hold in Dark Control: OK, you got me there. There is no dark group hold in the game and I was trying to use just pre-existing powers. I guess we'll need a Petrifying Gaze Cone or a Ghost Widow Group Tentacle Hold.
For those who've put up their own list of what Dark Support, Assault, and Control should look like, may I remind you that that's not proliferation. You're asking for new powers with new animations and effects. Can the Devs provide that? Yes. Will they? Unlikely. It's much more likely they'll create new Dark Powersets if they're (mostly) proliferated powers and not newly created ones.
Also, while I realize there's a valid concern that a Control Set should feel like a Control Set and an Support like Support and Assault like Assault; I'm not too keen on the slavish copying of what the other powersets do. "First slot has to be a single target immob; second slot a fast moderate damage melee attack; etc...." If that is what you want from a Dark Set, then don't bother asking for any new or proliferated sets. Just wait for Issue 16 and color the existing sets black, and there, you have your Dark Sets. Dark has been unique in its 'feel' as a Buff Set. IOW, it doesn't feel exactly like a Buff Set. I'm not so set on Dark 'feeling' exactly like every other Control, Support, or Assault Set, either.
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Hmm? Except for my control set everything I have is proliferated; you'd just color the Warshade stuff black and change the sound. Same with the pet.
As for stuff being like other stuff; that's generally how it is. Blaster secondaries are like blaster secondaries unless it's traps. Dominator secondaries are like dominator secondaries and so on.
It's more likely that the devs will at least make some new powers for a Dark Control set than juggle around ones that already exist to make that and Dark Miasma available to controllers and so on. Even more unlikely that controllers don't get anything Dark related for a long time. -
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But I'm curious to know why they 'just won't' work.
[/ QUOTE ]You asked for it.
Manipulation:
Should have: A few blaps, self-buffs, minor control.
You gave it: Dark Miasma's four most powerful AoE debuffs, a powerful AoE control, Dark Melee's entire chain.
Assault:
Should have: 2-3 light to medium ranged attacks, 2-3 light to heavy melee attacks, 1-3 toy powers, 1-2 AoE powers, 0-1 snipe
You gave it: one powerful AoE debuff, one powerful AoE control, a nuke, five AoE damage powers.
Control:
Should have: A ST immob, a AoE immob, a ST hold, a AoE hold on a long timer, 1-3 soft AoEs, a pet or equivalent, some odds and ends.
You gave it: Not one hold, a ST immob, a tiny fear, a tiny minion-only stun, a cripplingly powerful ST debuff,
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Well what about MY draft?