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Posts
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I noticed the other day that the automatic logout function logs you out after only about 10 minutes now, and does so even in missions. Is this a bug, or an intended change?
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This sounds really unneccessary to me. Blasters (and doms) already have the mix of range and melee that you're looking for. And to be quite honest, most of my blasters already have more attacks than they can use on a regular basis, so taking away their mitigation and giving them more attacks seems like an overall nerf more than anything.
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2xp weekend is over, and this is still going on. I was on freedom tonight and it was unplayable, plain and simple. I mapserved 4 times (as in was completely disconnected from the server, and had to come back in from the login screen) in 20 minutes before giving up on CoH for the night. This needs to be fixed IMMEDIATELY.
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Has server load on 2xp weekend caused the servers to go down in the past? I've been around for 3 or 4 2xp weekends and never seen them go down. Was this before they changed the code so that they grey out?
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Quote:I'm not sure what you're talking about with the servers going down. I've never heard a single person complain that a server wasn't down. Why would anyone EVER want a server to go down?(QR)
So... if the servers go down, people ***** and moan about servers being down.
If the servers DONT go down, people ***** and moan about servers NOT being down.
Either way, DXP weekend is always abhorrently laggy for about half (or more) of the playerbase, causing people to ***** and moan.
Color me golfclapping.
I'm not sure what was up with the lag issues either. I certainly didn't run into lag like this during the last 2xp weekend, and I'm running the same system now as I was then. And for me at least, the server maintenance saturday morning on freedom did nothing to fix the issues.
As far as population goes, I hadn't realized that this 2xp weekend was not also a reactivation weekend, so I'm sure that had something to do with it. And I think part of it was also just my expectations at work. I had expected (like I'm sure a lot of people did) that architect missions would not be giving double xp, so I thought there would be a lot more people running regular content and a lot less people farming. It wasn't that I couldn't find teams, I ran several normal mission teams over the weekend, and I even started a couple task forces (and found out the hard way that the manticore TF bug wasn't fixed yet). The feeling just wasn't the same for me. -
Was anyone else as disappointed with the outcome of this 2xp weekend as I was? Server populations were quite low (I never saw freedom or virtue over yellow). Freedom at least, was down saturday morning, and whatever problem they were supposed to fix during maintenance, didn't get fixed. Freedom was incredibly laggy, and people were mapserving left and right the whole weekend. I was also really counting on people coming out of AE and playing this weekend as well, but since AE was giving 2xp too, everyone was just farming more than ever. Usually, I'm very psyched about 2xp weekends, but this one just didn't feel the same.
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It seems to me like this would have too much potential for punishing players who didn't really do anything wrong. I quit about 10 minutes into a manticore TF today, because there were still level 40 paragon protector elites in it and I knew I wouldn't have time to finish. I had started because I was under the (mistaken) assumption that that bug had been fixed. Does this mean I'm a bad player?
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If I understand correctly why you want this (so that it's easier to find teams, since the level spread won't be as big of a deal), then I'm not sure the idea will really help all that much.
For me personally, and a lot of other people I play with as well, we don't like to invite people a lot lower level than us to a team, even if we have the sidekick room. 5 levels is about my limit, due to the fact that every level lower means fewer powers, with fewer slots in them, and that means less effective in combat. Mobs are designed with levels in mind, so it's not really feasible to remove them at this point. -
I've had people screw up and pay more than they should for my stuff, but never to any great degree. I think my biggest was getting 10 million for a recipe worth 1 million. But I've never made a huge screwup either, so it all evens out.
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What JWbullfrog said. Many people suspect that GR will bring with it a merging of the markets, but it hasn't been confirmed.
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I never said it was a great way to get population numbers. But it is the only way, as far as I know
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Well, the only way I can think of to get numbers on it would take quite a bit of time. But if you really want to know:
Make an villain alt on each server. Once a day, at whatever time you normally play, log on to each server with your villain, and use /search to see how many people are on. Then average it over however many days you want. -
Yep, controllers can definitely do it. Ill/rad is a beast at soloing stuff, and can even take down GMs. If she wants to go for a defender, rad/sonic is awesome at it too. Just pick up hover, and build for ranged defense.
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Seriously, get over yourself. Just because you've played with a couple bad MMs, does not mean the whole AT is bad. I've played with a lot of moronic brutes that were a detriment to the team, does that mean that ALL brutes are worthless?
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Okay, I'll try to pay more attention. Maybe I'm just missing it. I had assumed that it would be like incinerate in fiery melee, and the crit would come at the beginning of the power. Does it not say "Critical" when you get one? I thought that would be hard to miss.
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Personally, while I like the idea, I have a general problem with "banked boosted experience," in that people never treat it as a nice benefit or even an aside, but something they HAVE to do or they're wasting their time. I predicted this would happen with Patrol Experience, and while it isn't wide-spread, I have at least one friend who starts getting antsy when he uses up his Patrol Experience and is very likely to switch characters after that.
The problem is that this might drive even MORE people to the Architect. "Oh, hey! A couple of hours of boredom in the Architect can give me double experience for the next 10 levels? Sign me up!" Hell, that could convince ME to go farm in there, and that's saying something. Trust me, that IS saying something.
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That's an interesting point. I've never run into anyone like that. I pretty much ignore my patrol XP. -
Does shadow maul not crit like other scrapper powers, or does it just not show that it critted or something? I have a dark/wp scrapper at level 24, and I have never (and I truly mean not a single time) seen shadow maul crit. I have used the power several hundred times since I got it at level 6, so I have trouble believing that it could just be a streak of bad luck that's caused me not to crit. Is there some kind of bug with this, or is it WAI.
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Dark/Dark is a VERY viable tank combo. My first tank was dark/dark, and built for positional resistance (he had about 25% to each position) and recharge. He could most definitely take care of himself. I would say dark/dark is probably the most versatile of all tanker combos.
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My suggestion is to wait until just before I16 comes out, and sell your hecatombs, for say 150 million each. Then, a couple months after I16 is out, when the price of purples is back down, buy your hecatombs back for 75 million each.
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1. As long as it's not tied to furries I'm all for more costume parts.
2. Martial arts IS getting a second set of animations in I16. Wouldn't mind seeing a bit of customization on archery myself to be honest.
3. Honestly, I don't think this is a big enough issue to spend any time on. -
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As far as I know, it hasn't been confirmed yet, but it seems nearly certain that we will be getting 2 brand new powersets, dual pistols (blast set) and demon summoning (mastermind primary).
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Quoted from Positron in the latest Dev Diary, talking about the making of the going rogue characters. (Maelstrom and Desdemona)
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...So that meant we needed a Hero-gone-bad and a Villain-gone-good. Looking back into my stable of old RPG super-heroes I remembered a gun wielding vigilante I used to play called Maelstrom. Since we really wanted to get a dual pistols Powerset into Going Rogue I thought that he would be a great guy to dust off and bring to life in the City of Heroes universe.
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That took care of our vigilante Hero, but I still needed a redeeming Villain. I looked to the other powerset we wanted to put into Going Rogue, Demon Summoning. This was a Mastermind set, so it was already exclusive to villains, making it obvious that whoever we came up with was going to be a demon summoner.
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Okay, I stand corrected. -
I've not heard of the apartment thing yet. The things I know of that we're getting soon are:
Power customization: We'll be able to give each individual power in our primary and secondary 2 colors. There will also be a second set of animations for superstrength and martial arts.
New character generator: Part of this will be adding the power customization features, but there's other stuff too.
Changes to the difficulty system: We'll be able to set the spawn level of enemies and set it to spawn for a certain number of people on the team, even solo.
Another wave of power proliferation: Blasters get radiation blast, controllers get cold domination, tanks and scrappers get electric armor and electric melee, defenders get traps and assault rifle, brutes get claws, masterminds get thermal, stalkers get broadsword, corruptors get archery and trick arrow
Those things are all coming in issue 16.
Going rogue has also been announced, but we have less information. The only things that have been absolutely confirmed are side switching in some manner or another, and added content dealing with praetorian earth.
As far as I know, it hasn't been confirmed yet, but it seems nearly certain that we will be getting 2 brand new powersets, dual pistols (blast set) and demon summoning (mastermind primary).
That's all off the top of my head, so if I'm wrong about any of it, please forgive me. -
I would be a VERY big fan of making PB act like a breakfree. Before the PvE mezz changes, PB had a bit of an edge over the other mez powers, in that if you DID get mezzed by something through your protection (I'm looking at you tsoo green ink men), it didn't turn off your protection like it did the toggle ones. Now that they changed it so toggles don't turn off when you're mezzed, it kinda falls behind again. Making it work like a breakfree would help it catch back up again.
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I predict purple prices will go WAY down come I16, so I don't see that being such a problem anymore. Not sure how to fix PvP IO prices. Other than increasing the drop rate of course.
From what I know, PvP IOs are as rare as purples (same drop chance) and FAR fewer people PvP than play content that can drop purples. -
Well, to explain better where I'm coming from, I'm not against AE farming. I farm in AE quite a bit myself, and I find it to be a great way to get past the (IMO) boring levels before SOs.
What I do find to be a problem though is players with level 50 characters who aren't even aware that there IS anything to do in the game but play AE stuff.
So my suggestion is not so much to stop farming, although it will slow that down some, it's to encourage players to not play ONLY AE content. It doesn't prevent them from doing so (at least not my revised suggestion), but playing AE content only will be less efficient. If you play an even blend of AE and non AE content though, you'll level at the exact same pace you would have if this were not implemented.