firespray

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  1. It's definitely been suggested before, but I haven't seen a thread for it in quite awhile. It remains a good idea though. I've always wanted this.
  2. [ QUOTE ]
    I like it, except that one of the explicit design goals for AE was that you can level from 1 to 50 in AE.

    [/ QUOTE ]

    Yeah, I realized this would be an issue after talking the idea over with my wife. It could be fixed pretty easily though, Just make it so that you get half the xp immediately and half gets banked. Then you can still level in the AE, but slowly enough that people might farm less, but you won't be losing out on any actual xp. Once you leave the AE, you catch back up by running normal missions.

    Akii, my idea was that this would not override patrol xp. It would stack with it. So if patrol xp was boosting your xp gain outside of AE missions, you would still be using up your AEXP on a 1 to 1 basis.

    So for example:

    I have 10,000 AEXP. I kill a minion outside AE and get 500 xp, and gain 500 of my AEXP, giving me a total of 1000 xp gained for killing the minion and 9,500 banked AEXP left.

    If I had patrol xp and I killed the same minion, I'd get 750 xp, and use up 750 of my banked AEXP, giving me a total of 1500 for killing the minion, and 9,250 left banked.

    You're still only getting the patrol xp reward once, since you didn't originally get it when you were playing AE missions.

    If that was deemed too complicated, or to overpowered though, I would imagine it would be best to just have AEXP override patrol xp, since AEXP is essentially double xp, and 2xp weekend overrides patrol xp in the same way.
  3. I had originally intended this to be a response to Citizen Razor's thread shown here. But it got long, and I wanted to flesh the idea out, and didn't want to derail his thread. So I decided to start my own.

    In real life, it's common for people to learn things practicing in simulations. Pilots learn on flight simulators, soldiers train under simulated combat conditions, and sports teams practice for the big game. But practice and simulation are not the same thing as actually going out and doing things. And playing hero in a virtual reality world isn't quite the same as playing hero in the real world.

    So what if the architect gave normal XP, but that XP was banked, and not rewarded until it was matched up with an equal amount of XP from outside AE missions. So essentially every level you got in the AE would mean 1 level where you'd get double xp outside of AE. There would be no limit on how much xp you could bank in AE missions, and the extra xp from them would stack with 2xp weekend xp and patrol xp.

    So for example, a level 1 character starts in atlas park, and immediately gets invited to an AE farm. He stays on the farm until he levels up 9 times. Currently, that would place him at level 10. Under my suggestion, he would still be level 1, but would have banked 12,392 experience. After he gets done with the AE stuff, he gets invited to a sewer team. He spends a half hour or so running the sewers, and earns 5,000 xp. Normally, this would put him at level 7. But since he had that xp banked, he's also getting that rewarded as well, so he really ends up with 10,000 xp, putting him at 9th level, instead of 7th, and he still has 7,392 xp banked.

    Now if it were a 2xp weekend, he would have earned 10,000 xp on his sewer run (I know, he would have outleveled it, but let's just pretend). He would have also been rewarded with the same amount of his banked xp, putting his xp total at 20,000, and him at 11th, almost 12th level, with 2,392 xp still banked.

    I realize that under situations where you had a lot of xp banked, you could level remarkably quickly outside of AE missions, and even more so during a 2xp weekend. But since AE missions don't let you use patrol xp (and I'm assuming they won't give double xp during 2xp weekend), then you're only getting that extra xp reward once. And you aren't getting anything that you haven't already earned by playing the character.

    I would also suggest that dev's choice arcs allow you to cash in your banked xp, since they give normal rewards in terms of drops instead of tickets.

    I'm sure there are other details that would need to be worked out, but I think it's a pretty cool idea. What do you think?
  4. Nemesis can be a pain too if there's enough of them to start stacking up vengeance.
  5. This is a really awesome idea. By far one of the best I've heard for dealing with endurance issues in this game.
  6. I agree with willow that it sounds pretty harmless. I'm not sure the devs would go for it though. They seem to be really against letting people change the most basic things about their character (AT, powersets, height/gender up until very recently) and this seems like it might fall along the same vein.
  7. Definitely sounds fun to me. I could definitely get behind more raid-style events. I've always been fond of giant masses of heroes beating on some huge critter.
  8. [ QUOTE ]
    And AGAIN, I tell you the raids would STILL be temporary, they would STILL be one zone at a time. You could STILL leave the zone temporarily until it was done while those interested could participate. NONE of these things would change. Only the implementation of HOW the raids are realized would change.

    My idea wouldn't be any more disruptive than what we have now, and might even be LESS so as the raids could be stopped more quickly and reliably than they are now. The only tradeoff is that the Rikti might hang around the zone after the raid, for a while, and even that wouldn't affect you significantly.

    Quite frankly, if there aren't enough people on a server to stop a raid like I've suggested, then that server should be shut down for being unpopulated. I could probably stop a raid like I've described entirely by myself.

    That's just not an argument, because the odds of it ever happening are so astronomically small.


    [/ QUOTE ]

    And once again, you're ignoring the purpose of my objections to argue semantics. I believe there are 22 zones heroside? (at least that's how many teleporters my base has). At 15 minutes per zone before moving on to the next one, a raid has the potential to last 5.5 hours heroside (obviously much less villainside, due to fewer zones). Now I suppose 5.5 hours can still be considered temporary, but it's not really the same thing as 15 minutes. Besides, I know for a fact that I said in order for me to support your idea the raid couldn't last any longer than it does now, and I'm pretty sure 5.5 hours is a lot longer than 15 minutes. It doesn't matter that it might not always last that long, it matters that it COULD.

    And I completely disagree with you that they wouldn't be more disruptive than what we have now. Having 2x as many spawns in each zone when trying to do something there IS disruptive. And don't tell me that wouldn't affect me significantly. You have no idea what I consider significant. I'll give you a hint though, if there is ANY effect on more than 1 zone at a time, it's significant.

    And whether the raid gets stopped or not has nothing to do with how many people are on a server. It has everything to do with how many people choose to participate in the raid. And people's decision on whether to participate or not should not have to be based on the fact that a bunch of zones might get cluttered up with random rikti spawns if they don't participate.

    But go ahead and ignore my objections again and continue trying to convince me based on YOUR logic that this is THE GR8TEST IDEA EVAR!!!!!1!!1!1!!one!1!!1eleventyone
  9. firespray

    Power Timer!

    You know, this is actually a pretty cool idea. I'd really like to see something like this. Like Samuel_tow, I'm often wondering when the mission teleporter, or other long-recharge powers like that will be up again.
  10. I'm not sure I agree with that. Jousting was slightly safer than just standing there trading punches, but it was quite a bit slower.
  11. [ QUOTE ]

    Firespray:

    Well, you seem to be telling me what's fun. I'm sorry to disappoint you, but I, and judging from the turnout I ALWAYS see for raids, don't agree. There are a great many who think the raids ARE fun. I'm just trying to make them a bit more interesting, and rather less laggy. You're essentially telling me that I'm not allowed to have MY fun, which is what you accused ME of.

    Since you're not getting it, let me make it simple for you.

    My Idea = SAME Rikti in better package
    Better package = good
    My Idea = good

    But then, it's not that simple is it?
    I've presented an alternative to one gigantic mass of Rikti beaming in endlessly for 20 minutes that will be more interesting, more immersive and less strenuous on many systems.
    I presented an idea for ongoing occupation of zones that was objected to. I conceded that this objection was a valid one, and I modified the idea for an occupied zone to accomodate the objection.

    Despite this, you continue to object, even though I've accomodated your objection. That's starting to look like petulance.


    [/ QUOTE ]

    I'm not saying that you can't have your fun. I haven't said that the rikti raids should be removed from the game altogether (although I'd be quite happy if they were). I know that some people find them fun. That's what is good about the raids now, the people that like doing them can go participate, and the people who don't want anything to do with them can just leave the zone temporarily.

    Even your revised idea changes that. If the raid isn't fought off (which will happen, somewhere, at some time), there will eventually be rikti in every zone in the city. Your second suggestion was that they not beam in, but just be extra spawns. That still disrupts the rest of the game too much. It still means that there will be twice as many enemies in the zone as there were before, and it could still be disruptive of hunt missions. If the spawns all show up in the same place, they'll start fighting, so what happens when the rikti wipe out all the other spawns in the zone.

    My disagreeing with your idea is not petulance, you just aren't paying attention to my objections. I said much earlier in this thread that I am in support of making the rikti raids more interesting on 2 conditions.

    1. They end, regardless of player participation, after a specified amount of time. This amount of time can be no longer than the current length of the rikti raids.

    2. They are limited to 1 zone at a time. No other zones in the city should be affected in any way.

    Right now your idea doesn't fulfill either of those conditions, so I'm still against it. Nor does it do anything to encourage me to participate more in rikti raids (since there's been no mention of a better reward, and other than novelty, they don't offer much more in the way of fun from what I can see).

    I'll admit that your revised idea is less disruptive than your previous one, but still more disruptive than the raids we have now.

    It's like your first idea was, "I'm going to give you a swift kick to the groin". When I objected, you changed it to "Okay, I'm still going to give you a swift kick to the groin, but I'll take off my shoe first". Well, I suppose that's a little better isn't it, but you know what would be even better? Not getting kicked in the groin in the first place.

    Stop trying to kick me in the groin Ultimo_
  12. Not as strong or pretty as my thugs/katana blaster.
  13. If you're having trouble getting onto a team, why not lead one yourself?
  14. firespray

    Father/Son Duo

    My wife and I duo a lot together, and our favorite combos have always been scrapper/controller combos.

    I would suggest a willpower scrapper, for the ease of play, great out of the box toughness, and pretty early blooming. Pretty much any primary would go well with it, but my favorites are dark melee, fire melee, and katana.

    For the controller I would suggest kinetics as the secondary. You mentioned you didn't like slow play speed, and a kinetics would mean you'd be anything but slow. Transference, siphon power, siphon speed, speed boost, and fulcrum shift would all help insure that both of you would be mowing things down right and left with full blue and green bars. Again, most of the primaries are pretty good, it really depends on the playstyle you like. Fire/kin is a great combo, but it's very flavor of the month, and you may not like that. Ice/kin and plant/kin are also great. Earth/kin can be good, but earth control plays best from a distance, and kinetics plays best up close, so it can be hard to reconcile the two.
  15. Planning on rolling a stone/fire tanker soon and below is the build I'm planning to use. I'm going to be running with my wife's ice/kin, so that makes a lot of things a lot easier. My biggest question though is, will I be okay not having minerals. Currently the build has 22% psionic defense and 13.5% psionic resistance. I had to ditch minerals from the build to fit in everything else I wanted, and still didn't have room for buildup. So is it workable?

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Stone Burn: Level 50 Science Tanker
    Primary Power Set: Stone Armor
    Secondary Power Set: Fiery Melee
    Power Pool: Teleportation
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Stone Skin <ul type="square">[*] (A) Aegis - Psionic/Status Resistance[/list]Level 1: Scorch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (3) Kinetic Combat - Damage/Recharge[*] (17) Kinetic Combat - Damage/Endurance/Recharge[*] (36) Crushing Impact - Accuracy/Damage/Recharge[/list]Level 2: Earth's Embrace <ul type="square">[*] (A) Doctored Wounds - Heal[*] (5) Doctored Wounds - Recharge[*] (5) Doctored Wounds - Heal/Recharge[*] (13) Doctored Wounds - Heal/Endurance/Recharge[*] (40) Doctored Wounds - Endurance/Recharge[/list]Level 4: Combustion <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (7) Scirocco's Dervish - Damage/Endurance[*] (7) Scirocco's Dervish - Damage/Recharge[*] (17) Scirocco's Dervish - Accuracy/Recharge[*] (25) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (46) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 6: Mud Pots <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (9) Scirocco's Dervish - Damage/Endurance[*] (9) Scirocco's Dervish - Damage/Recharge[*] (13) Scirocco's Dervish - Accuracy/Recharge[*] (43) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (45) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 8: Rooted <ul type="square">[*] (A) Endurance Reduction IO[*] (11) Doctored Wounds - Heal/Endurance[*] (11) Doctored Wounds - Heal[*] (25) Healing IO[/list]Level 10: Taunt <ul type="square">[*] (A) Taunt Duration IO[/list]Level 12: Recall Friend <ul type="square">[*] (A) Range IO[/list]Level 14: Teleport <ul type="square">[*] (A) Time &amp; Space Manipulation - Endurance[*] (15) Time &amp; Space Manipulation - Range[*] (15) Time &amp; Space Manipulation - +Stealth[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Healing IO[*] (19) Healing IO[*] (19) Healing IO[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (21) Endurance Modification IO[*] (21) Endurance Modification IO[/list]Level 22: Fire Sword <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (23) Crushing Impact - Damage/Endurance[*] (23) Crushing Impact - Damage/Recharge[*] (29) Crushing Impact - Accuracy/Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Endurance[*] (45) Crushing Impact - Damage/Endurance/Recharge[/list]Level 24: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 26: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (27) Recharge Reduction IO[*] (27) Recharge Reduction IO[/list]Level 28: Fire Sword Circle <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (29) Scirocco's Dervish - Damage/Endurance[*] (31) Scirocco's Dervish - Damage/Recharge[*] (31) Scirocco's Dervish - Accuracy/Recharge[*] (40) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (46) Scirocco's Dervish - Chance of Damage(Lethal)[/list]Level 30: Tough <ul type="square">[*] (A) Impervium Armor - Psionic Resistance[*] (31) Impervium Armor - Resistance/Endurance/Recharge[*] (34) Impervium Armor - Resistance/Endurance[*] (40) Steadfast Protection - Resistance/+Def 3%[/list]Level 32: Granite Armor <ul type="square">[*] (A) Red Fortune - Defense[*] (33) Red Fortune - Defense/Endurance[*] (33) Defense Buff IO[*] (33) Titanium Coating - Resistance/Endurance[*] (34) Titanium Coating - Resistance[*] (34) Resist Damage IO[/list]Level 35: Incinerate <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (36) Crushing Impact - Damage/Endurance[*] (36) Crushing Impact - Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Recharge[*] (37) Crushing Impact - Accuracy/Damage/Endurance[*] (43) Crushing Impact - Damage/Endurance/Recharge[/list]Level 38: Greater Fire Sword <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (39) Crushing Impact - Damage/Endurance[*] (39) Crushing Impact - Damage/Recharge[*] (39) Crushing Impact - Accuracy/Damage/Recharge[*] (43) Crushing Impact - Accuracy/Damage/Endurance[*] (46) Crushing Impact - Damage/Endurance/Recharge[/list]Level 41: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance[*] (42) Red Fortune - Defense/Recharge[*] (42) Red Fortune - Defense[*] (42) Red Fortune - Defense/Endurance/Recharge[/list]Level 44: Char <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (45) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold[/list]Level 47: Melt Armor <ul type="square">[*] (A) Analyze Weakness - Defense Debuff/Endurance/Recharge[*] (48) Analyze Weakness - Accuracy/Endurance/Recharge[*] (48) Analyze Weakness - Accuracy/Defense Debuff[*] (48) Shield Breaker - Accuracy/Defense Debuff[/list]Level 49: Fire Ball <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (50) Positron's Blast - Damage/Recharge[*] (50) Detonation - Accuracy/Damage[*] (50) Detonation - Damage/Recharge[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]6.75% Defense(Smashing)[*]6.75% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]14.3% Defense(Psionic)[*]4.88% Defense(Melee)[*]4.25% Defense(Ranged)[*]12.4% Defense(AoE)[*]20% Enhancement(RechargeTime)[*]48% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]119.5 HP (6.38%) HitPoints[*]MezResist(Immobilize) 13.8%[*]MezResist(Sleep) 3.85%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 4.4%[*]5% (0.08 End/sec) Recovery[*]48% (3.76 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]9.38% Resistance(Negative)[*]13.5% Resistance(Psionic)[/list]


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  16. [ QUOTE ]

    Roleplay answer: Because you're still trying to move at the unsuppressed speed, it's just that the combat is forcing you to move slower, for the same cost.

    [/ QUOTE ]

    Does that really make sense though? Why would being in a fight make you move slower? I mean, are you one of the nameless badguys in The Matrix and the enemies are using bullet time against you?

    As far as the OPs suggestion goes, I'd rather they just get rid of suppression altogether. I never saw it as being a problem in PvE.
  17. [ QUOTE ]
    You know, the more I look at my response to Aett, the more I like it. Here's the amended idea.


    Change the initial raid as I described before. The Rikti come in and attack the three targets. If they succeed, the raid moves on to an adjacent zone, and the zone they were just in becomes "conquered."

    "Conquered" zones will have three rikti control points for the heroes to attack. Destroying them would return the zone to normal, and the raid would stop.

    While conquered, the zone would behave normally, however raid-style Rikti would spawn in the normal spawn points, IN ADDITION TO the regular spawns.

    Thus, wherever normal foes are spawning, the Rikti are spawning there too (and likely attacking the regular spawns).

    This would allow those doing hunts to do them, though they would risk having to fight a few rikti here and there, and it would allow people that need to talk to contacts the freedom to do so, all while maintaining the sense of being in a warzone.


    NOW what do you think? Does that satisfy everyone?

    [/ QUOTE ]

    No, it doesn't. You aren't getting it. Rikti raids are not fun.
    They were somewhat amusing the first couple times I did one, but got old real fast. They're lots of time spent for no perceivable reward (I know there's an accolade, but I never use it on any characters that have it). If I'm going to spend my time doing something in this game, it's because either it's fun for me, or there's a reward coming to me that's worth the time I invest.

    Rikti raids fulfill neither of those criteria, so the only good thing I can say about them is that they're completely avoidable. If I don't want to participate, I just leave the zone til it's over. There's no chance that it can spread to more zones and disrupt my game any more than it already does. Your idea(s) does nothing to make it more fun, nothing to increase the rewards, and makes it more likely that it will disrupt the rest of my game. So NO! I don't like your idea, and I will not support it or any other idea that has a chance of making the rikti raids any more likely to disrupt my game.

    And since you seem to be having trouble with this fact, let me put it real simply for you.

    Ultimo_'s idea = more rikti
    more rikti = bad
    Ultimo_'s idea = bad
  18. [ QUOTE ]
    Except that your examples would be persistent.

    A better example that's similar might be if they made all the zones PvP enabled, periodically (say, an invasion from the Rogue Isles, or a Mind Control device or something). As I say, it wouldn't be something I'd enjoy, so I'd just leave the zone, or wait it out. I certainly wouldn't say it shouldn't be done if it was something that people seemed to enjoy.

    [/ QUOTE ]

    Now we get into the hypocrisy of your argument. You wouldn't want to be forced into doing PvP (which was what I had originally suggested) and I don't want to be forced into doing rikti raids. If they changed the raids the way you suggest, I may be forced to choose between only 2 options, partake in a rikti raid, or don't play the game. That is not a choice I should EVER have to make.
  19. [ QUOTE ]

    I feel the same way about the raids, as they are or as I've suggested. They're simply part of the game. Sure, you might not like them, but there are doubtless people who don't like the things I mentioned above.

    [/ QUOTE ]

    Okay, what if it was something you don't like. What if they changed the game so that you couldn't progress past level 30 until you had 50 PvP kills, or you couldn't get to level 50 until you had completed all the shadow shard task forces. Those are all part of the game too, so it should be alright to force people to do them, right?
  20. One of the best things about city of heroes is that it doesn't force itself on people. No one is required to play any particular piece of content, nor is anyone forced to conform to any particular playstyle. We are not forced to PvP if we don't want to. We are not forced to join teams if we don't want to (with a couple VERY rare exceptions). This would change that. Playing the game normally would be nearly impossible if every zone were taken over by rikti, so we would be forced to combat the rikti if we wanted things to get back to normal. And that's even leaving out the fact that during low-load hours on a low-population server, it might not even be POSSIBLE to get enough people together to fight off an invasion.

    Forcing a particular playstyle or piece of content on players will NEVER be a good idea, and all the arguments and explanations in the world will never make it one.
  21. [ QUOTE ]
    But you see, they ALREADY happen in the game. They're not going to take them out, so why not make them better?

    [/ QUOTE ]

    What you aren't understanding is that we don't think your suggestion makes it better. I don't currently enjoy rikti raids, so I ignore them for the most part. Your suggestion would not make them any more fun for me, it would just make them easier to ignore. I will be strongly against any suggestion that has a high likelihood of forcing me to partake in ANYTHING in this game.
  22. The only time I get asked questions like this is when forming TFs, and even that's rare.
  23. [ QUOTE ]
    City of Heroes is a game. The purpose of a game is to have fun. If you are not having fun change what you are doing.

    City of Heroes is about you. Be greedy. Think about yourself first. There is absolutely no one in the world, not the developers, not your best friend, not your siblings and not even your mom, who knows when you are having fun as much as you do. You are best suited to the task of making sure you have fun. You. You you you you you.

    I feel absolutely no guilt nor shame when I leave a team with no warning. I honestly feel no anger, hostility nor resentment when someone leaves one of my teams without warning. Please leave my team if you are not having fun. I'm fairly disgusted when others feel otherwise.

    I understand no one is perfect and you can't know everything before hand. I understand things will change. But do your best to communicate what you expect from teammates and what you intend to bring to teams. Eliminate as much "un-fun-itude" as possible before it occurs. Stop "un-fun-itude" as soon as possible.

    (I should add that when I'm on a Task Force and not having fun I'll ask to leave. If I'm requested to stay because I am considered crucial to the team's success I will stay. Though, if I no longer am crucial I will leave. I have left TFs before they're fully complete after all the "hard parts" were defeated.)

    [/ QUOTE ]

    This is mostly my feelings on the subject. I do feel like it's only common courtesy though to at least let someone know that you're leaving so that they aren't stuck wondering whether you're coming back.
  24. Honestly I'd be happy if it could do this just so that the list would essentially be infinitely long.
  25. [ QUOTE ]

    I've heard this argument about people not liking the raids, but I'm sorry, I can't give it any credence. It's part of the game, and only impacts people minimally and only occasionally. You can still do your story arcs and run missions in the zones (though hunts would go on hold, that's true), you just need to be wary of the Rikti.


    [/ QUOTE ]

    Oh, well that's okay then, I don't give your idea of changing the raids any credence. The raids are the way they are now, it's part of the game.

    The raids during the invasion weekends are most certainly NOT occasional. If this were implemented, I would almost guarantee that during rikti invasion weekends, you would end up having every single server with every single zone locked out by rikti. remember that raids happen during non-peak hours and on servers with lower populations as well. And sometimes hunts are part of story arcs. You can't complete a story arc if it's got a hunt mission in it, and every zone is locked out by rikti.

    Changing the raids to make them more interesting is not a bad idea at all. However any change needs to include 2 things.

    1. Limited to 1 zone at a time.
    2. Ends after a specific amount of time regardless of whether the heroes/villains succeed or fail the objectives. This even makes sense story-wise, since vanguard, the US military, and the NPC heroes/villains aren't just going to stand around forever while the rikti tear up part of the city