firespray

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  1. Quote:
    Originally Posted by Mad Grim View Post
    I think the best way to go about it is in a business sense. Yes, Valve probably has a conscience, but if Gabe bought up every sob story he came across he wouldn't be rich.

    Also do your best to remind them that they'd have a fiercely loyal playerbase that would literally love them forever.
    I'm not sure I agree with that part. Valve is far more capable of evaluating the possible profitability and costs associated with owning City of Heroes than we are. I doubt that we're going to convince them to buy it by telling them it could make them money. They'll make that decision on their own.

    What we should be trying to convince them is that City of Heroes has a passionate and dedicated fanbase who are willing to fight to see the game survive rather than simply lie down and let it die. It's a huge long shot, but what isn't at this point.

    The letter I sent is below, if anyone wants to use it for inspiration.

    Mr Newell,

    On Friday, it was announced, very abruptly, that the Comic-book MMORPG City of heroes was being shut down for good. As a dedicated player of the game for years, I was shocked and very disappointed. Though it's getting a bit old, the game seems to have really hit its stride lately, especially since it went free to play late last year. With a wonderful open world, excellent stories, the best character creator ever seen in an MMO, and one of the friendliest, most dedicated communities that I've ever met online, city of heroes is truly a unique and wonderful game. And it would be a shame to simply let it die.

    I'm writing to you because I think that Valve is also a great company that makes awesome games, and that Valve and City of Heroes could be a good fit for each other. I fully realize that it's a huge long shot, but would Valve have any interest in trying to buy City of Heroes and continue to maintain and develop the game? I know it's a lot to ask, and it's probably silly to expect anything to come of it, but it would feel like giving up not to try. Thank you for your time.

    Sincerely,
    Jordan Hughes-Buckley
  2. Quote:
    Originally Posted by Zwillinger View Post
    We've still got a D&D campaign to finish sir.
    Okay, I have a fantastic idea now. Since there are plans to put a Kickstarter (or some other crowd funding option) together to try to save the game in some way or another, getting to play a D&D game with you and Posi should be one of the reward levels. I'd do it in a heartbeat, even if it meant flying to California.
  3. Quote:
    Originally Posted by Samuel_Tow View Post
    To me, the game shouldn't end feeling like we ultimately lost. That would be just adding insult to injury, I think.
    I agree. Go the opposite way with it. In the final week of the game, make it so things we defeat stay defeated. A successful hami raid means hami is dead and gone for good, never to come back. Dead mobs don't respawn. Let us spend our last week winning. And shut the game down because we finally cleared up Paragon City and the Rogue Isles, and there's nothing left to fight.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    I'm surprised that I've not seen this mentioned before but it seems somewhat obvious - so if somebody has thought of it, apple bogies.

    NCSoft is a publicly owned company so why don't we

    1. Form a consortium
    2. Buy loads of NCSoft shares
    3. Change their policy
    Not an easy task perhaps, but maybe easier than starting from scratch?


    Just throwing it out there.



    http://www.reuters.com/finance/stock...mbol=036570.KS
    While it's great to see that so many people are trying to think of ways to save the game, this just isn't realistic (unless we have some seriously wealthy people playing this game). Nexon just bought a 14.7% stake in NCSoft for $687 million. That means the company as a whole is worth over $4.5 billion. I don't think we can pull together anything close to that kind of money.
  5. I was wondering the same thing, so I sent in a support ticket to NCSoft about it.

    The response I received was:

    Quote:
    For refunds of unused time or unspent Paragon Points, we will be contacting those players directly with information. Please watch the website for any official updates as soon as they are available.
  6. I rarely solo. Generally just if I'm doing stupid scrapper tricks like soloing AVs or something like that. Outside of that, I'm at least playing with my wife, and I prefer to be on teams of 6-8. The XP gain is too slow solo, and I enjoy the chaos of a big team a lot more than soloing.
  7. Quote:
    Originally Posted by Zul_Vakirol View Post
    Pfft, the only thing that would stop me once I get my dark/dark/soul Brute up and running is a forced bathroom break.
    I saw the video of Werner's 6 hour fight. I might have been able to do the same, but I don't have that sort of patience.
  8. Quote:
    Originally Posted by Arcanaville View Post
    Werner is also a special case because that fight would have driven any normal human being crazy.
    Agreed. I tried soloing nemesis. I quit after about 45 minutes when it was clear I wasn't making any significant progress once he started phasing regularly.
  9. Quote:
    Originally Posted by Arcanaville View Post
    Even before inventions themselves came out, the biggest hurdle for a well-built melee to solo an AV back in the day was often running out of endurance during the attempt. A couple of lucks and a bunch of blues and it was well within the reach of many melee characters prior to I9.
    I have no doubt of that. I simply wasn't playing then. I took a long break from I6 to I12, so I didn't do much playing in the days of ED and no inventions.
  10. Quote:
    Originally Posted by Easily_Noobed View Post
    I'm serious. Saw the end of a conversation in game and I had to know if it was true.

    I mean everyone knows an Ill/rad can, but a melee? Really?
    Oh it's definitely doable. It's not even that difficult now that we have incarnate powers. If you're interested, my sig shows videos of my fire/sr scrapper soloing a bunch of AVs back before incarnate abilities came out, and using no inspirations or temp powers.
  11. I hope not to get them any faster than one per issue from now on. I got burnt out and left the game for awhile over the constant Lambda and BAF farming when the first 4 slots came out. The release of Hybrid was much more relaxed and enjoyable.

    Every issue or maybe every other issue would be acceptable. Any less often than that and I think people will become bored.
  12. firespray

    Melee AT for me?

    Quote:
    Originally Posted by Easily_Noobed View Post
    Basically, I want to be able to focus on surviving the hard targets, but it sounds like everyone leans towards brutes. I can tell I've really only focused on support types in this game because I guess I always perceived brutes as being paper tigers, awesome damage output but not so great defenses.

    Why does anyone even play a tank or scrapper anymore if brutes are kings of damage and defense in melee?
    There are plenty of reasons to play a scrapper or a tank. Tanks are noticeably tougher than brutes, though they do less damage.

    Scrappers and brutes are very close to on-par with each other in the vast majority of content. Scrappers do a little more damage, brutes are a little tougher.

    The only place where brutes have a clear edge is when playing with a large group and lots of buffs. A damage-capped brute does slightly more damage than a damage-capped scrapper (though the difference is only 2-3%). They also benefit from higher hit-point caps and higher resistance caps. Outside of league play, it's uncommon for either a scrapper or a brute to be capped to much.

    Personally, I like scrappers more than I like brutes. I like the simplicity of a scrapper, rather than playing a brute and feeling like I can never pause for a breath or stop to think if I want to keep my damage up.

    My favorite combos for being a badass and doing stupid melee tricks are Fire/SR, Dark/Shield, and WM/EA. I've played them all personally, and can vouch for them all being extremely tough, and able to dish out serious pain to enemies. Fire/shield would also be extremely good, though I haven't played it personally.
  13. I'm not a huge fan of it either, simply because I now have to keep all those things in my e-mail and have the e-mail icon flashing red all the time. Plus I know in the past things have had a habit of disappearing from e-mail and never coming back.
  14. Quote:
    Originally Posted by Forbin_Project View Post
    Well we do have a portion of the player base that has such an aversion to the Star/Team Leader position that they literally have been seen standing in a circle at contacts/trainers for teams/tf's/trials spamming LFT for over an hour and then complaining that the server is dead and they can't find teams.
    Yeah, I really don't get those people myself. I'll spend maybe 10 minutes looking for a team for something before I go ahead and start one myself.
  15. Quote:
    Originally Posted by ketch View Post
    Also, is it intended that the damage ticks persist after the lightning visuals have dissipated? I have encountered, and seen numerous complaints, about the damage ticks occurring where there appears to be no Flow Lightning.
    I've run into this as well. I generally take 1-2 ticks of damage when I jump back into melee range after the flow lightning visual goes away. It's not nearly as high-priority as the light of the well bug, but it would still be a nice thing to have fixed eventually.
  16. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hello all,

    I hope you're enjoying the Magisterium! I wanted to pop in to clarify some mechanics of the final fight:

    1.) Your deaths have no effect on Tyrant at all. He has no mechanics that trigger on player death

    2.) There is currently a bug where only 16 players/pets will receive the level shift from destroying Light of the Well. We’ll be fixing this in an upcoming patch as quickly as possible – I checked the fix in as soon as the issue was discovered.

    3.) Tyrant does not have a self heal. He does have a self-buff power which consumes his Olympian Guards, killing them, and providing him with bonus ToHit and Smashing Damage for each guard consumed in this way. This has a visual effect which looks a bit like a heal, but is meant instead to connote “Powering up off dark energy”.

    4.) There is no direct negative effect to “Being in the hospital”. I have seen several people postulate that Tyrant heals or grows in power when people are in the hospital, but the only effect hosping has on him is that you’re dead and not DPSing, and therefore his regeneration is healing him better.

    I hope this information helps you, and good luck in your endeavours to bring Tyrant down!

    -Arbiter Hawk
    Thank you very much for the information. It's good to put some of the rumors to rest, and it's nice to know that it wasn't intended to be quite as impossible as it is currently. I'm kind of burnt out on it at the moment, but I definitely intend to try it again once the light of the well bug is fixed.
  17. Quote:
    Originally Posted by UberGuy View Post
    I was actually wondering about that too. Anecdotally, it seems like the damage does increase the longer you're in the lightning, but that could have been things like level shifts fluctuating. And at 10% per second on top of 25% from the direct and first summons powers, that's not a lot of time to stand around and ponder the damage you're taking. I could probably dig it out of logs, though.
    I've never noticed it increasing myself. It does ticks of 184 damage consistently to my scrapper.
  18. Overall I think things are better off now than they were in pre-ED days, and if you count incarnate abilities, in general, we're all more powerful too.

    But I sure do miss being able to kill 300 guys at a time with inferno on my fire blaster.
  19. Quote:
    Originally Posted by UberGuy View Post
    The biggest mystery at this point seems to be what the heck the Favor of the Well is doing. Unfortunately, the tests I can think of really require a league focused on the testing. I saw someone already tried testing to see whether everyone on a league of 16 always got Favor or not. If there are no bugs, and not everyone gets Favor every time the Lights are out, I would really think that seems bugged.

    Even if it's not bugged, I don't think a limit of 16 makes sense, but it'd be nice to know for sure if it's even working for the number of people it says it should affect.
    I realize it's not all that scientific, but it seems to me like it's not buffing 16 random people on the league. If that was the case, it seems like on a full league, each person should have it, on average, 2/3 of the time, if all the lights are out every time.

    I've run it 4 or 5 times now since I started monitoring the level shift I was getting, and I'm getting the level shift quite a bit less than 2/3 of the time, even when the lights are being taken out quite quickly by a dedicated group.
  20. Quote:
    Originally Posted by UberGuy View Post
    It then summons the second stage after 0.9s. This stage deals -10% irresistible energy damage and applies-5% energy DR every second for 10 seconds.
    That's kind of odd isn't it? Why would it apply a 5% energy resistance debuff when it is irresistible damage? I guess maybe to make you more susceptible to his other attacks?
  21. Quote:
    Originally Posted by Malice_A4Thought View Post
    The monitor level shift does indeed show up to +9 during this trial as I have had it in use since at least level shifts of +3 were available
    I've seen it go up to 8 or 9 occasionally as well (very rarely any other numbers), but not consistently. The amount of level shift I get seems to bear little relationship to the number of lights alive or how quickly they are killed. Which makes me think that either I'm missing something about how they work, or they're bugged. If it's the former, it's irritating because the devs should have explained it better. If the latter, it needs fixed soon.

    Personally, I'm about done trying the magisterium trial for awhile. I've run the full thing 7 or 8 times now, with some good teams, and failed every single time. I'd love to be able to say I've completed all the trials, but it's more frustrating than fun at this point.
  22. firespray

    Temp power tray

    Quote:
    Originally Posted by Madadh View Post
    If you move the temp power to a new tray that will prolly also make the temp tray disappear. Haven't tested that theory, but I will when I get home.
    Tried that. It doesn't work. I moved the quills of jocas power from the Magisterium trial to a free slot in one of my other trays and the temp power tray still didn't go away.
  23. Quote:
    Originally Posted by Rodion View Post
    I play both ranged and melee characters, so I don't have any axe to grind either way. The main reason the patches of death exist is that most melee incarnates are pretty much invincible. The AVs stand there clobbering us with massive attacks, yet we suffer almost no damage.

    Most melee characters can punch out Tyrant's face for 20 minutes and are never damaged by his direct attacks. Only the crackling air does any serious damage, and only if you neglect to skip out of it.

    This is the tradeoff: the devs would have to either make the AVs' direct attacks powerful enough to threaten us, or add attacks that will cut through our ridiculously high defenses but which we can avoid in some way.
    This isn't really true though. I get killed by tyrant's personal attacks at least a couple times on every run. He hits for over 3000 damage, and between the massive level difference, and the praetorian's higher base to-hit numbers, the softcap is less useful than it normally is.
  24. Quote:
    Originally Posted by StratoNexus View Post
    Lower hitpoints, lack of personal armors, the need to move around and run away from normal enemies and ambushes due to those two things. Lack of mez protection. They don't call them squishys because they are ranged tanks.
    This may be true of blasters, but isn't really true of many defenders or corruptors, especially the kind that commonly run incarnate trials.
  25. Quote:
    Originally Posted by StratoNexus View Post
    How about AVs that can't be hurt unless you kill something else near them? Or AVs that heal by eating other enemies (which you can destroy before they heal)? Or AVs that get more regen when their health gets low? Or AVs that heal when a player with a special effect on him dies? Or AVs that can heal at special machines (which players can destroy to prevent healing)? Or AVs that have constant spawning ambushes? Or AVs that can only be killed if other AVs are killed about the same time? Or AVs that move around occasionally and have large ambush waves chasing after the players? Or AVs that can hold if you hold people if someone maintains aggro too long? Or AVs that drain away level shifts? Or AVs that Teleport? Or AVs that target people on a team and will hit them with a dangerous effect if they don't move (or react in some other way)?

    Why do the devs only ever use this one "danger patch" mechanic and never think of any of those other things? They need to be more creative, those bums!
    Exactly. We have proof that the devs are able to come up with other ideas to make fights interesting. Which makes it all the more annoying that they keep using the stale insta-death patch mechanic.