ketch

Legend
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  1. Quote:
    Originally Posted by Caemgen View Post
    For me it was just too much... Not too creepy, but rather too much thrown into one episode. To me, proper horror is a build up of creepiness, a slow escalation which allows the people in the story, and the viewer, to not just cut and run, but rather think they can handle it. This show, imo, threw just way too much in way too fast. Heck, it all seemed to happen within the first couple of days of their moving in. I just do not think there is a sustainability factor, nor really an escallation factor.

    All in all, I may watch the second episode but really I don't see me getting all that involved in this.
    I whole-heartedly agree. Part of a good horror is the mystery. Just throwing out the "Oh hey, ghosts" really killed an atmosphere they could have built up. The scene in the basement is a prime example of where they fumbled. Instead of a brief glimpse at something otherworldly, the flashed it across the screen repeatedly.
  2. Quote:
    Originally Posted by Golden Girl View Post
    All paths lead to the Well
    *ahem*
  3. Quote:
    Originally Posted by Golden Girl View Post
    These are unbreakable paths
    So is goody-goody GG willing to walk the amoral Well's path?
  4. Quote:
    Originally Posted by Bright View Post
    The agressive NPCs in the graveyard full of distractions is certainly one... Officer Orb being completely unable to follow my Stalker in Hide was another... The constant ambushes are just something I've gotten used to (They seem to be the default mission design in Praetoria. <_<), but having them run up on me before I was even half-way through reading the first of several text screens was *not* a Good Thing... And, yeah. I got a little weary of having to dodge the space-whale and his vicious little seedling friends while I flew back and forth between the tower and the multiple people who were determined to send me there over and over and over again.
    I solo'ed through on a stalker too (kinetic/ninja). During one particular ambush I thought "How the heck would I have survived this on a controller?" Defense definitely kept me alive until my endurance wore thin, then some purples until I could hold my own again. Another peeve for me, particular to playing as a stalker, was how wasted criticals from hide were on possessed mobs. It's a bit annoying to have one of the AT's prime strengths negated by foes who must take a single blow (any blow) before the fight began.

    As for the zone and story on whole, I liked most of it. The first half was better than the latter. The Midnighter Master really ruined the pace and tension of it for me after he came around. With the mystery unraveling and a new threat mounting, the comic relief of this womanizer seemed so far out of place.
  5. Quote:
    Originally Posted by Tormentoso View Post
    Looking forward to a Rularuu version of Titan weapons.
    The Rularuu sword may be looking forward to you too.
  6. I had heard Q moved on to bother some new friends... some four legged friends.
  7. So no bodies for warshades? >:|
  8. With a dominator, your primary really isn't intended to be your source of damage. If your damage seems a bit anemic, then you may want to point the finger at your secondary. Controllers, on the other hand, have to leverage their controls for containment and the debuffs from their secondary to deal heavier damage.

    In regards to Electric Control for dominators, it is good but not mind blowing. Unfortunately, neither it's sleep or the chaining confuse really benefit from Domination (the confuse only dominates on the first target). I consider that a considerable downside when many other control sets' bread and butter controls, e.g. Seeds of Confusion, Stalagmites, or Flash Fire, do benefit from domination. It's still a formidable sapper for both dominators and controllers, so I wouldn't rule it out entirely because that's a good bit of control as well. It just doesn't have the immediate lock down you'd find with a perma-dom plant dom, for instance.
  9. With Static Field and Distortion Field, you can stack -95% recharge. The recharge floor on NPC's is -75% so you'll easily reach that. Even against +2 enemies, where your powers are only 80% as effective, you'll still reach -76% recharge.

    Considering that you'll rarely be the single source of -recharge on a team, additional -recharge in your powers isn't necessary and as Tex pointed out the proc rate is quite poor.
  10. ketch

    Best confuser

    Quote:
    Originally Posted by Kioshi View Post
    And it's the least reliable confuse power of all. Maybe even less than World of Confusion (I have a 50 ice control, but never had WoC on any toon, Arctic Air only confused a bit more reliably when I added the purple proc).
    Rest assured World of Confusion is worse. In fact, I can't conceive any reason to use it at all. It's only mag 2 with a 20% chance for 1 additional mag, requires a tohit check, and its radius is only 8 feet.
  11. Quote:
    Originally Posted by Forbin_Project View Post
    Who said you have to spend $10-$15 on this game? I've been getting copies of CoH to use as gifts for years for $1-$5 in store bargain bins and off of Amazon.
    I stand corrected on this point. The last time I searched Amazon for copies of CoH was near the beginning of the year, hoping to find some cheap ones I could use for additionally time. At that time the average price was $10-15 dollars. Occasionally, I've known others to find it cheaper. I'm sure the recent news of introducing a F2P tier has altered those prices.

    Quote:
    What exactly is immoral or evil about explaining how a game works and the options they have to unlock features to your friends?

    pan·der

    noun /ˈpandər/ 
    panders, plural

    A person who assists the baser urges or evil designs of others
    - the lowest panders of a venal press

    verb /ˈpandər/ 
    pandered, past participle; pandered, past tense; pandering, present participle; panders, 3rd person singular present

    Gratify or indulge (an immoral or distasteful desire, need, or habit or a person with such a desire, etc.)
    Very well done, going straight to semantics instead of addressing the actual issue. Forgive a person for confusing two words like pander and peddle. Perhaps you'll care to address it when I ask it directly. Whose responsibility is it to hook a potential customer after they've downloaded and sampled the game? Who is responsible for selling the features of this game?

    It grows tiring, both to me and the questioner, when the answer to their feature questions is repeatedly "You need to buy access to that", especially to many very basic features. Seriously, who thought it was a good idea that I couldn't pass an awaken to a fallen teammate because they're a free player?

    Quote:
    Over the past 7 1/2 years I've seen more people praising the costume creator and soloability even begging for the ability to solo team content than commenting on the ability to team. So I think it's fair to say that teaming isn't the #1 feature in this game.
    I'm afraid we'll just have to let this issue go because our anecdotal evidence is equivalently worthless. I think we can at least agree that the costume creator is undoubtedly a very attractive feature this game has to offer, especially to someone who comes from an MMO where character customization is significantly limited.

    Quote:
    No it isn't solely Nyx's problem. All vet players that leave out important information when answering questions share the same problem.
    And we are to fault because there is a wealth of information that we don't recall off the bat? For instance, a friend asks "How to do I use IOs?" There are multiple answers to that: buy a 30-day license, become a VIP, drop enough cash to unlock the unlimited IO license. Of course, that leads to more questions of "Which should I choose?" or "How much will that cost?" Of course, answers to those questions are varying as well.

    Heck, I can't even recall what unlocks at each tier with the Paragon Rewards so I just link them to the wiki entry, which does a better job of documenting it than the official site. It's definitely a problem when the best answers to relevant questions comes from a third-party, out of game source.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    Where are you getting 1200% from? Drain Psyche is -500% isn't it?
    That amount is enhanceable. My plant/psi has hers around 900% though it seems you could push it as high as 1500% with Spiritual Core in your Alpha slot.
  13. It is possible though it does come at a significant cost in power. Bear in mind that MM pets are not only damage but, in essence, additional HP for the MM when in bodyguard mode.
  14. Yeah, I'm fairly certain as well that Farsight isn't allowed to stack from the same caster. Even if it was it would only stack for a portion of it's duration while PB will affect Farsight for it's full duration. With PB and Farsight, it's possible to soft cap to all positions and types.
  15. Quote:
    Originally Posted by Tenzhi View Post
    And I wish there was less preforming going on for the iTrials. I much prefer just queuing up and going, as it's highly convenient when it works like that. Players make the LFG system a great deal less useful at 50.
    When they fix the LFG tab to wait a reasonable amount of time before launching with the minimal amount of players and allow players to join an event in progress, it might see some use. Until then people will roll with full leagues due to higher rates of success.

    Quote:
    Originally Posted by Forbin_Project View Post
    1. If it really was a friend you were referring you'd buy him a cheap copy of the game off of Amazon so he'd start with a VIP account, and then he could decide if he wanted to drop to Premium.
    I don't shower my friends with gifts, especially ones I'm not certain they'll enjoy. I could drop $10-15 dollars on a game they've shown a passing interest in or treat them to lunch. While I'd love for some of them to join me in game, I'm afraid they may enjoy the latter more.

    Quote:
    2. If they were really friends you wouldn't lie to them and say they could never talk. Instead you'd say for just $5 bucks free accounts cam permanently unlock the chat channels.
    Other forums I frequent have already commented on the obtrusive nature of the market buttons (though it's not as bad as some games and I did share with them that you could hide the large gold button). My friends don't want or need me pandering to them to buy more features.

    Quote:
    Actually the shining beacon of the game has been the costume creator and it's soloability.
    And the team dynamics that break from traditional tank/dps/healer. Maybe it's not number 1 on your list, but it does set CoH apart from other games.

    Quote:
    And yet you aren't willing to tell your friends how easy and cheap it is to unlock the chat channels. Some great community spirit there.
    So far my experience has been in answering friends' questions and the response I give has generally been "Yes, you can do that, but you have to pay". Quite frankly, getting someone to even try the game is doing a good bit of the foot work for company. They need to harbor a more friendly environment towards free players. Punitive things like being unable to respond to tells, participate in zone chatter, or pass inspirations (or even get medium/large inspiration drops) do far more to hinder community spirit than my or anyone else's reluctance to be a salesperson for CoH's features.

    Quote:
    VIP's can easily include free players in their teams by simply announcing when they are recruiting to come to a specific location if they want to join a team.

    The problem you are having is one you made for yourself.
    Given that the problem isn't solely Nyx's alone, I'd wager at least part of it stems from somewhere else.
  16. If you look at it from a gameplay perspective, you garner the most from having a roster of heroes, villains, vigilantes, and rogues. You have access to all the story arcs and TFs/SFs though some will be "character gated" as well earning bonuses towards very hard to acquire goods. If you only play Hero/Villain or only play Vigilante/Rogue you miss out on something. Play all of them and you have access to everything.
  17. Don't forget that added scream as he plunged out of the sky. Dramatic? Yes. Accurate? No.
  18. Quote:
    Originally Posted by Mordheim View Post
    Hey,

    As someone that hasn't gotten that far, I was wondering what, if any, dominator primaries are useful in things like incarnate trials. With all of the comments about resistances and such, it seems as though the support and control aren't really effective in such things. Is that overblown? If not, do soft controls work (like Ice)? What about endurance drains from Elec?
    First let me address the notion that support is unnecessary. This is absolutely not the case. Buffs make everyone in the league more survivable, and the debuffs from multiple sources make the AV's noticeable weaker. (In this game, damage + debuffs will almost always outpace damage + more damage. How fortunate that doms now have access to Sleet?) There are portions of trials that favor damage or survivablity, however, the do not compose the entire trial.

    Quote:
    Originally Posted by Mordheim View Post
    Are you saying then that controls are useful vs. the big bads in things like incarnate trials? I'm certainly aware that dominators do damage, but it seems like if all you need on the big bads is damage then (at least in those fights alone) you are better off bringing a scrapper/blaster/brute/whatever. I'm just wondering if there is a dominator primary that is useful in those fights.
    You seem concerned with how you'll contribute to the AV fights without considering the other portions of the trials. It's true you won't be holding these AVs, but don't discount your damage contribution or fail to remember the challenges that lead up to that fight. In the BAF, for instance, you can contain the escapees and manage the adds during the AV fight. Or in Lambda, you can control mobs allowing your league mates safe passage from one objective to the next. Heck, there have been a few times I've solo'ed parts of the lab or warehouse on my earth/fire/ice dom.

    Doms are top notch. In the right hands, with the right build, they're nearly unstoppable.
  19. Quote:
    Originally Posted by Zyphoid View Post
    The more I think about this, the more I expect there to be a second and perhaps third CoT costume pack with the remaining costume items. Perhaps a CoT Lt pack, then a CoT boss pack. This would also given them more items to aid with the whole add something new ever week statement.
    I suspect the same. Which is fine by me, there were enough pieces in this pack to justify the points I spent on it.
  20. Same thought came to mind here. I was tempted to post as such on Kotaku. The trailer is nice and all, but it certainly is misleading.
  21. I must say the controls, debuffs, and damage I get out of my earth/fire/ice dom are pretty nifty. It does make me look at a few of my controllers and wonder why they can't dish out the same.
  22. Quote:
    Originally Posted by UberGuy View Post
    But, again, it's not pointless given the assumption of a random system as the primary reward rate. If the progress rate is predicated on average reward rates from a random reward table, then you have to assume that some people will be below average. The deterministic supplement to the random reward means that there is a limit on how far below average someone can be.
    Let's imagine for a moment, I have 4/5 incarnate branches and I need only one very rare component to complete the final tree. I have just finished my 23rd trial and receive a very rare component. What is my reaction? First excitement, then irritation that my efforts were undermined by the random number generator with a sigh, "I wish this would have happened sooner." But....

    Quote:
    If you have good luck and never need the deterministic supplement, then that's great, and I'm sure that's part of why we can spend Astral and Empyrean merits on other goodies. But whether or not that happens is, by definition, random for this design choice.
    Oh, we've been given something to spend the excess on. Well, then let's assume you've unlocked all the pretty things and you're sitting at 4/5 again. Again randomness, undercuts the value of the determined system.

    Quote:
    A random supplement to predominantly deterministic progress is pure bonus. A deterministic supplement to (on average) predominantly random progress may be pure bonus, but may also serve to protect a player from unfortunate random results. The two situations are not symmetric.
    Here is the question: why do we provide a safety net to the random reward? For fairness? To reassure people that fall into the inverse gambler's fallacy? Why use a system with an inherent pitfall when a deterministic progression has no pitfall and can simulate the higher gain of "good luck" with a bit of random bonus?

    Going back to that assertion that a random reward in a deterministic systerm is pointless, explain why. Even as a pure bonus, it simulates the periods of higher rewards. It's icing on the cake.
  23. Quote:
    Originally Posted by UberGuy View Post
    Because that's not correct. The deterministic path serves to ensure that the random path cannot screw someone too badly due to bad luck. It's a escape hatch. A deterministic path needs no such safeguard.
    This is my primary reason for preferring a deterministic path. There is no bad luck, no need for a safety net.

    Quote:
    Originally Posted by EvilGeko View Post
    No, actually. The deterministic path becomes, like UberGuy stated, an escape hatch. If the random number generator really hates you, then you will still eventually get what you want. IMO, the deterministic path is quite reasonable here. 8 Empyreans to a rare? You can do that in two days right now. I'm not even sure it can be said that the random path is necessarily faster. It is if you're lucky, but if not, tokens work too.
    Let's assume you take the quickest route to 8 Emyreans: UG, Keyes, 2 BAF's and 2 Lambda's. We'll use Leandro's data to assume so average times. For the UG, I'll offer a completion time of 1:15 though that is faster than I've generally seen. To do all these trials, you'll spend approximately 2 hours, 35 minutes the first day and 40 minutes the second day. By the end you will receive 8 merits and 6 rolls on the reward table. With an approximate drop rate of 18% for rare salvage, at the end of 6, there is a 70% chance you'll have received a Rare in that time. Alternatively, you could spend the same amount of time (3:15), doing nothing but BAF. That would net 9 rolls for approximately 83% chance of having received at least one rare.

    In my opinion, that's a reasonable rate. Using merits comes out slightly ahead of random rewards. The deterministic path pulls ahead, if only slightly. However, let's look at the what it takes to buy a Very Rare with Empyreans.

    Investing 2 hours, 35 minutes each day will net you 6 Empyreans and 4 rolls. At the end of 5 days, you will have acquired 30 Empyreans, made 24 reward rolls, and invested 12 hours, 55 minutes. With an approximate 10% drop rate on Very Rares, there is an 92% chance you will have received a Rare Drop in that time. Alternatively, you could run 52 BAFs with those 13 hours. Your chance of not receiving a very rare by the end of those trials: 0.4% Your chance of receiving at least one very rare component: 99.6%

    By the time, you've gather enough Empyreans the odds are stacked strongly in favor of you having received a very rare drops. Which makes your efforts as pointless as UberGuy suggests random drops would be in a primarily deterministic system.


    Quote:
    Actually, I'll bet that the primary reason that merits came about is the Katie Hannon Task Force and the 15 min. rare recipe.

    But in any event, most MMORPGs have token systems to earn loot. This game isn't that different to be honest. Perhaps a bit easier to earn loot, but that's only recently.
    I don't feel that loot in this game has nearly the impact it does in others. The difference between a level 50 SO and a level 50++ SO is relatively insignificant. More so, anything that didn't drop was easily purchased. At least, this was the case until the introduction of IO's. IO's have opened an entire Pandora's box, adding some pleasant and unpleasant elements to this game.

    Quote:
    You have random rewards here. Many rewards in this game have a random component. I think that's my whole problem with people's objections to the Incarnate system. It's not grounded in facts. I haven't stated a preference here at all. I'm taking issue with the descriptors being tossed around because they are erroneous by any objective measure.
    The significant difference here is that the developers have stated the incarnate system will be required for participation in future content, specifically the level shifts. We've already seen a 54 level shifted enemy in the Underground trial with plans for more to come, eventually rendering a non-Incarnate helpless against those foes. There is no incarnate sidekicking system to even the playing field if you don't have those level shifts. You must progress through incarnate system for what's to come.

    That's why the incarnate system is different from other rewards. In order to see content progression (the conclusion of Praetoria and the coming storm, presumably) you must engage in character progression, but unlike the tried and true leveling system there's now a degree of randomness.
  24. Quote:
    Originally Posted by EvilGeko View Post
    The random rewards are a bonus. Just a bonus that is so good that it can remove the need to use the deterministic path. I really don't get why people can't see that. The Incarnate abilities are 100% deterministic. You can use Astral and Empyrean merits to earn every slot and every ability in the Incarnate trees.

    That it usually takes longer than the random rewards is wholly intentional. Otherwise, the random rewards are pointless.
    Random rewards are no longer a bonus when they become the primary path to acquiring the incarnate abilities; at that point, they become they primary path to acquiring the incarnate abilities. Progression outside of that then becomes the bonus. Furthermore, if a better deterministic path renders random rewards pointless, isn't the contrary true: random rewards make the deterministic path pointless. Why then is that ok?

    Quote:
    I would also take issue with your assertion that progression isn't partially random in the rest of the game. Gear progression is, in this game and most other MMORPGs, as much a part of player power as level progression. The difference between a IOed to the gills level 50 and one in SOs shows that. IOs, like Incarnate abilities have both random and deterministic elements. The deterministic elements have been becoming more dominate over time. First the introduction of reward merits, then alignment merits, then Astrals/Empyrean merits have made earning IOs much easier.

    Likewise, we are already seeing the first tip-toes into creating more deterministic paths to Incarnates. Earning thread/Astral merits from the Signature Arcs is just the first such way I'll bet.
    There's a very good reason that a deterministic path emerged for acquiring IO's. Many of the players of this game don't enjoy random loot grind. The absence of that set this MMO apart from others for many years. There was quite a bit of gnashing of teeth when IO's came around and introduced that. Four issues later there was some relief that we wouldn't be entirely at the mercy of the random number generator and market forces.

    Quite frankly, I only see this conversation going round and round because it is rooted in personal preference in how people like to play and be rewarded. If I wanted to deal with random rewards, I'd simply play another game.
  25. Odd in what way? Progression throughout the rest of the game does not come in random spurts. The incarnate system introduced a new system of progress that was divergent from what already existed. Imagine if the rest of the game played in a similar fashion; 1 bubble until level could mean defeat 100 more foes or 10.

    In my perspective, the random reward should be a bonus, a little something extra.

    I'll concede that it's a personal perspective. I enjoy working toward a set outcome more than risking a roll of the dice.