paradox_NA

Cohort
  • Posts

    71
  • Joined

  1. I realize, Chase_Arcanum, you were posting while I made my post, but as I said above that isn't what I was advocating.
  2. [ QUOTE ]
    QR

    I think the idea is to apply the Giant Monster code to all mobs. So that all mobs would be even cons. If so,

    /unsigned.

    Not because of the rewards, but because it would suck any and all challenge from the game unless mobs were rebalanced with this in mind.

    [/ QUOTE ]

    no, that's not the idea. that would be true about street mobs (but there isn't any real street cleaning done any more) missions could still be balanced based upon the same settings they are wnow. You can still fight purples and such. It's just now the people wouldn't be fighting on a team were they were facing +8's because the mission belongs to someone 5 levels higher then they are and it's set at the top level.
  3. [ QUOTE ]
    "Level debuffing?" What is that? The level system has been in place since the game came out, and I've never thought of it as a debuff.

    [/ QUOTE ]

    why do people ask questions they obviously know the answer to in an attempt to try and potray something as confusing. Obviously it wasn't that confusing...you understood it
    [ QUOTE ]

    The AE system removed the need for sidekicks and exemplaring, to be sure, but there are definitely problems with that if it was brought into the real game, and those probelsm are there in the AE system, too.

    [/ QUOTE ]

    I don't believe that the problems with AE is the leveling system (even if you consider it to be a problem). the "problem" with the AE has to do with accessablity and custimzation, not because everyone can play together.

    [ QUOTE ]
    THe leveling speed increase alone should show you why this might not be a great idea,

    [/ QUOTE ]

    it would be marginal...certainly no faster then the using AE. Plus you can already do this with the sidekick system. The only thing that would change is that now you don't have to hunt for a narrow level spread inorder for everyoine to have a sidekick.

    [ QUOTE ]
    but it would also create a system where you could street hunt in Atlas Park for your character's entire career, with no need to ever leave or do a mission.

    [/ QUOTE ]

    well you could...but why would anyone want to? it would be painfully slow.

    [ QUOTE ]
    That doesn't even take into account the fact that mobs like Hellions don't scale well as you increase their level. Even at level 10, they're pretty much a joke to fight. At level 50, if they were giving me the same rewards as Malta, why would anyone fight Malta?

    [/ QUOTE ]
    their is already a sytem implemented that scales xp based on the difficulty of mobs. a level 10 hellion doesn't/wouldn't give the same xp as a level 10 carnie for example. And, again this is already true with the AE system, it doesn't change the status quo.
  4. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    I'm not categorically against any attempt to change the current structure of raids. But your ideas still slap a "temporary" label on a mechanic that requires me to change my plans for the gaming session beyond moving to another zone and coming back in 15 minutes or so - or to rely on the actions of others to clear the zone. You still have not answered what happens if everyone on at the time just refuses to participate - are we all then SOL for using that zone until server reset? And then it spreads to the next zone and the next?

    [/ QUOTE ]

    He's been quite clear that if the raid isn't stopped it'd spread, so yeah.

    He's also not against the idea that if a server can't stop the raid from spreading the server should be shut down, so that's an even bigger consequence.

    It's so brilliant that I'm still at a loss for words.

    [/ QUOTE ]


    I NEVER freaking said this. NEVER.

    I was told that there are servers that can't stop a raid as I described it. I said I doubted it, and that a server that has so few people shouldn't be running, since it must have NO ONE on it. That's because if even ONE player was on the server (and was interested in stopping the raid - that point was well taken, though again, I've never seen less than 50 people, even on QUIET servers), ONE SINGLE PLAYER could stop the raids.

    [/ QUOTE ]

    You didn't? It sounded like it with

    [ QUOTE ]
    If they're maintaining a server that's actually completely empty, then it ought to be shut down, if only for financial considerations.

    [/ QUOTE ]

    that.

    You said that if a server couldn't stop the raid then it must be empty and therefore should be shut down. Unless I read it wrong, which is a distinct possibility.

    [/ QUOTE ]

    What you seem to be insinuating however is not what ultimo was saying however. He ment that if a server doesn't have the population to defend against this that the server should probably be merged with another.

    That being said I would assume that ultimo would agree that some form of cap to the invasion would be prudent. I think such ideas as this would not only be much more immersive, but or going to be needed for COh to compete.
  5. My hope/suggestion is that the going rogue expansion will eliminate the level debuffing. The game functions better, is more social, and more immersive when everyone is fighting with the same base abilities and "strength" is set apart through power selection and enhancements.

    Levels for progression purposes is fine, but the side kick system needs to be placed and all street mobs should be even cons and mobs in missions should be the same difficulty for each player reguardless of player level.

    At the very least all new content should be coded with this in mind.

    Edit to clear up. By level debuffing I mean the decrease to hit, damage and defenses based on level difference. I'm suggesting it should be removed based solely on player level. However, if your fighting a yelow,orange,red con it (the con/mob) would still have the same bonuses as it does currently. The color con would no longer be based on "level" though. What is a red con for me at level 10 would be red for you at level 50. Everyone on a team would be facing the same color cons, reguardless of their level. The mission difficulty would be set at the same level for everyone on the team.

    It should allow people to play together with out spending time to find side kicks. It also, allows people of large level ranges to play together so it's much easier to find teams. It means it's far less likly to jump on a toon and no longer be able to find a team. It wouldn't take nearly as long to create a team. More playing less standing around waiting. Also, that would most likely keep more players playing and make it that much easier to find teams.

    It also allows you to be able to play with your super group mates and freinds easier.

    It allows higher level players to experince more content. This should allow for:
  6. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Post Deleted by Moderator_08

    [/ QUOTE ]

    Or be in another time zone.

    [/ QUOTE ]
    Or find somethings else to do for a n hour or two?

    /facepalm

    [/ QUOTE ]

    I think that's the whole point...it would be nice to know that we had to find something else to do and for how long. And told so both in a reasonable time and when they insinuated they would.

    But perhaps being at work it's not an issue for you.
  7. Dark sonic can give you some great resistances/status protection, can heal and has good control aoe damage.
  8. [ QUOTE ]
    So all of the things that determine what effects plays, when they play, where they play, and what color they are are all softcoded. They're in one location, shared by all players with the same power, and can't be changed dynamically or stored individually on each player.

    [/ QUOTE ]

    Is there a reason why this can't be bypassed and rewritten and/or add a step to changed/filter the PFX information based upon a set parameters? It seems what could be stored on a character file, for example, would be the ability for a player to add yellow to a prsetermined green blast and make it blue. Or add more particles and make a blast more substantial. I realise it would be somewhat limiting

    Another way to solve this I would think would be to add subcatagories to the PFX. If i want a green energy blast the PFX accesses a different particle effect with in the energy blast PFX.

    OR if that wouldn't work a more limited options; have 5ish different looks for each power and create a PFX file for each. At least that would give some variation.
  9. [ QUOTE ]
    I can honestly say they could port EM straight to Scrappers or even buff it and I would still take Claws or Katana over it. Pink pom poms /fail

    [/ QUOTE ]

    Well yeah in most cases it looks pretty stupid. I have the same problem with spines...I like the power set, but for 95% of characters it's stupid.
  10. [ QUOTE ]
    [ QUOTE ]
    If they dropped EM straight into Scrappers, the same thing would pretty much happen. Broadsword, Katana and Martial Arts would become obsolete.

    [/ QUOTE ]

    This argument is nonsense. The only time em would have been chosen over the other sets is due to the fact it was the only melee set that worked in pvp. Take the pvp equation out, and em would underperform in pve in most cases. Almost all of the other sets have better aoe and multi target capabilities and better mitigation than em. Now em is just about as useless in pvp as the other melee sets (actually spines probably outperforms it in pvp now, along with maybe fire, while completely owning it in pve) and it still underperforms in pve. This nerf was FAR too severe.

    [/ QUOTE ]

    Wow? You need to re-examine what you think you know, because you are dead wrong. I have played a Invul/em tank since day one and EA has always been by far the best secondary. Yes you don't have the aoe that other secondaries do, but the base damage is low enough for a tank that aoe damage isn't an effective way to take out mobs. With EA you can 2 shot LT/Min 2-3 levels above you and can 4-6 shot a boss. Even with the increase ed animation time it's still the best...particulary at higher levels where as mobs have increasingly larger hps in ratio to damge.

    Oh and until the last change the disorient ability of EA was second to none. Haveing a mag 4 attack and all attacks doing the same status attack maked EA very nice in mitagation. You basically take out the a boss from ever attacking. LTs and minions really aren't mauch of a threat to a decent tank, so keeping the Bosses from attacking pretty much kept you from ever taking much burst damage.
  11. paradox_NA

    Blaster Damage

    [ QUOTE ]
    All ATs, all combinations within each, are supposed to be able to solo. That was a stated goal of the developers several issues ago. [ QUOTE ]


    and so they can. But it also has been stated that not every AAT is meant to be able to solo at the same ability or every mission. A blaster can solo the majority of the missions at heroic level.
  12. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I've seen this movie. The ending sucks.

    [/ QUOTE ]

    QFT.

    [/ QUOTE ]

    Out of curiosity, to the doomsayers, knowing that almost all the current devs are still going to be working on the game, what brings on the doom? I'm honestly not seeing a reason for it.

    [/ QUOTE ]

    I think it comes from the history of acquisitions mainly, with regards to games. Usually whenever a company buys out a game, it's because the game is tanking, like when SOE bought Matrix Online or when EA bought Mythic and now owns Dark Ages of Camelot.

    However, the case with this acquisition doesn't come from the fact that CoH was doing poorly. CoH is doing great.

    [/ QUOTE ]

    First I am not a doomsayer. This could be good, could be bad.

    I see where your coming from, but my reservation (and I'm sure others) is that reguardless of how well COH is doing; companies rarly buy other franchies with the intention of maintaingthe status quo. It's pretty safe to assume that with full ownership Ncsoft will be looking to make some pretty ambitious changes (ie great things). As of yet there hasn't been a successful transition between changing hands of and MMO as such changes are meant to gain new players usually at the cost of upsetting the loyal current fan bas. This inability to balance the new and old is far to common I think to assume things will be AOK. All, that being said I have more faith in NCsoft then almost any other production company in the business (which wouldn't take much).
  13. [ QUOTE ]
    [ QUOTE ]
    I do however have to hope that NCsoft doesn't decide that they need to make major changes to CoH - its a good game *now* - it can be better yes; but I fear the possibility of "WoWitization".


    [/ QUOTE ]


    Since they bought the game and are keeping the Dev team of a successful game, I can't imagine why they'd want to put their noses into the development and make too many changes. If they're smart, they'll simpley let the Dev team do what they do so well, only with more money, more people, and more support.

    [/ QUOTE ]LOL yeah, I'm sure that was their motavation for buying out Cryptic. I'm pretty sure you can bet on the fact that NCsoft has an idea on how they are going to make COX "better." And with Ncsoft and the announcement that everyone is going to have hero/villian it's a sfe bet that much their vision is going to be based on PVP.
  14. With the aggro cap taunt is on the verge of uselesss. Your better to stick a couple recharge and a taunt enhancement in your PBAOE. The only real advantage to having taunt is that it's range, but because it is range using it can actually hurt a tankers ability to maintain aggro control as it can thinly spread the mobs that are aggroed on the tank.
  15. You do not lose slots when you exemp. You also don't have SO level enhancements, however, you have a percentage decrease in enhancement powers based upon how many levels you exemp.
  16. Yes simply put your priorities are moronic. Whoever thought it was more important to introduce "flashback", so you can go back and experience missed content, before you fix/updated the current content has no business creating a video games.
  17. [ QUOTE ]
    [ QUOTE ]
    This is a disturbing trend to start... if they're going to have additional content that you have to pay for,

    [/ QUOTE ]

    I think its inevitable that you're going to see regular paid expansions over the life of the CoX universe. New retail box expansions give the game presence on store-


    [/ QUOTE ]

    This is nothing new folks having 1 paid expansion a year with schedual free updates through out the year has been the stated model for how COH was going to grow years before the game even hit beta. They have always said that was their expectation (just like what happened last year).
  18. Yes it has already been stated in about every interveiw I have read that PVP will only be consentual so greifing is a poor excuse for not making PVP this way. You don't want to be bothered by it set your options to auto decline PVP offers.
  19. [ QUOTE ]
    The problem with scaling damage up or down based on target level is that you're basically denying the higher level player the just reward he's earned for leveling his character. If a level 10 shooting at a level 40 does 40th level damage, what's the point? They should not be on a equal footing. The 40th level play per has presumably worked hard to earn his extra hp and his larger damage, so it is unfair to strip that from him. Scaling up the level 10's damage to the level 40's equivalent does just that.


    [/ QUOTE ]

    The point is participation, particularly in team battles. Lower level characters should have something to offer as well with out being completely overshadowed. The advantage a highrer level character has is more power and more enhancemet slots and perhaps even better enhancements...damage based on level is completly arbitrary and is used as a way to control how players experince PVE content, but limiting damage based on level has no olace in PVP. The differeance between a level 46 and 48 in PVP should be negligble, but witht his system a player with a 6+ level advanage would still have a huge advantange...it just wouldn't be a given an good players would still have a chance against higher level characters. My main character is level 50 and I want the PVP system to be diverse and allow for fight 4 level 25 guys. I don't want to have to not engage with someone for no reason then they are only level 45.


    I think this is a very good idea to negate the advantage of levels meant for PVE for PVP. I would suggest even an adjustment in HP to decrease the HP bonus based on level.