rsclark

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  1. Quote:
    Originally Posted by Dispari View Post
    It's funny because it's quite obviously a farm mission.
    And that would be relevant why?
  2. Quote:
    Originally Posted by Benchpresser View Post
    So I'm beginning to think that someone else (marketing maybe, who knows) determined that the patch had to go live NOW!!! Why? Not sure- maybe to keep up the stream of "new shineys"? Maybe to give the studio talking points for the summit? I doubt we'll know... but if I'm right, then this better be a lesson for Paragon- Deadlines are all fine and good and should be adhered to.. unless your developers present evidence that the intended product is indeed still not working.
    One problem with this - Zwil was asking for confirmation of unfixed bugs reported in beta because he was not aware of them. Several of the biggest bugs were NOT on the known bugs list (although they may have been added since it originally came out). So, your righteous devs vs evil, suit wearing marketing types theory seems to be a bit of a fantasy.

    There are certainly failings in either how information on bugs in transmitted within the company and/or how they are handled, but it is not limited to some faceless overlords. There are some pretty bad failings on the part of the nice, friendly gamer devs as well.
  3. One problem I see with that walkthrough is that it still doesn't say why those rules exist.

    For instance, I know that the reason you don't attack AntiMatter is because the more he is damaged buffs the damage on something. I think the damage pulses, but I wouldn't swear to it.

    That's the kind of thing I would like to know. Sure, you can simply follow instructions, but it doesn't hurt to know WHY the instructions are the way they are.

    Of all those steps, which ones are absolute requirements set by the trial, which are rules instituted by players to make the trial easier, and for all things in the second category, WHY.
  4. Quote:
    Originally Posted by Sapphire7 View Post
    I will grant that I have no idea how much QA testing has to go into new items released to the store, but in my estimation, bundling already-existing items into a new pack and putting them to market wouldn't take much of QA's time. I could be totally wrong, but if updating the market took as much QA testing as, say, creating the new power set that they want to put on the market, that seems a huge investment of time for very little return. After all, I'm sure they sold very few undead survival kits, especially compared to Street Justice.
    Yet it still needed to be tested. Even in the case of the survival pack, they changed an in-game power to allow charges to stack between purchased and earned versions. That needed to be tested. That information needs to be stored on the character, and who knows how many different places in the DB it is stored and what restrictions have been placed on it.

    Look at something like the doggie coming soon. Someone needs to be in the game walking that dog over every type of terrain in the game trying to get him to fall through holes, looking for anything that might clip the wrong way and cause a server meltdown.

    It's amazing the amount of testing that needs to occur on even the most minor of things. The severity of the bug often has little to do with the importance of the feature. The problem is they don't appear to be doing that needed testing on any of it - small or large.
  5. Quote:
    Originally Posted by Agent White View Post
    Does any other MMO let you do team content by yourself?
    None that I pay for... OH wait, that's right! I don't give any of them money.
  6. You know, I did a cebr without ever taking insps before entering. I didn't even know you could buy them there and restock - I was running to the hospital in Atlas to restock.

    It still only takes about 10 minutes to hit your 20s, so I doubt how effective this will be. Candy falls like rain in farm missions and the insps from leveling last from one level to the next, so all this pre-loading does is raise initial acceleration a bit, but it's not going to do much to curb top speed.
  7. Quote:
    Originally Posted by Sapphire7 View Post
    The person responsible for putting together the items in the Paragon Market is not in the same group of people whose responsibility it is to fix bugs. That is to say, adding new (and perhaps "trivial") content to the market does not in any way diminish the effort to produce, test, and publish new content. (As in, actual content.)
    While the first part is true, I'm not so sure about the second. No matter who makes the content, it still need to go through QA, and I doubt each group has their own QA department.

    The current bottleneck does seem to be in testing, so that's what is being skimped on to the detriment of the game. That doesn't mean that they can pull people off of doing new costume pieces and let them code fixes as they wouldn't have the correct skills, but it does mean that the more trivial stuff with strong deadlines that is put out (that also needs to be tested), the less time is available to test things like bug fixes and patches.
  8. Quote:
    Originally Posted by Dispari View Post
    It wasn't a stealth nerf. It was in the patch notes.

    http://na.cityofheroes.com/en/news/p..._2011_live.php
    That was a stealth nerf that was stealth added to the notes after people complained about them not being there originally.
  9. Quote:
    Originally Posted by Part_Troll View Post
    2) The various Veteran Award buff pets are now toggles, which is kinda cute.
    Well, the buff still requires that they be within range, and they can still be killed, so the only real effect of them being toggles is it takes longer to resummon, since the recharge doesn't start until they get detoggled (usually by death).

    An odd nerf to something that was only minimally useful before.
  10. Quote:
    Originally Posted by Zwillinger View Post
    For something that requires an entirely new build, it's very difficult to put on the brakes on support for every product in the West that NCsoft supports.
    Honestly, is that sentence meant to be in English? I have absolutely no clue what you are trying to say. "The West"? What?

    "Require a new build"? Huh? Did you just imply a non-released bug could not be fixed?

    You need to explain yourself better.
  11. Quote:
    Originally Posted by Blackleviathan View Post
    not really actually I have only 7 characters and 3 mains and their trays are all set up nicely until I get new vet powers I don't touch them
    And when you log on or zone, there is a chance those nicely set up trays will be all over the place.

    You don't understand what this bug does, do you? The number of characters you have does not matter.
  12. Quote:
    Originally Posted by Blackleviathan View Post
    Thank god I'm not an alt freak XD MUUAHAHAHAHA!!!!
    That only means you can spend time re-arranging the same character again and again instead of different ones.
  13. Quote:
    Originally Posted by 2short2care View Post
    Lucky guy.
    I don't think you quite understand the process by which he loses weight in that situation.
  14. Quote:
    Originally Posted by Aett_Thorn View Post
    It also means that you have to pay a lot of people overtime
    Hahahaha. Unless there are some crazy local laws involved, no one who would be doing this kind of work would get a penny of overtime.
  15. Quote:
    Originally Posted by Pyro_Master_NA View Post
    If the heal proc is affected by the +heal bonus, then there is going to be a use for everyone.
    That's a big if.
  16. Quote:
    Originally Posted by Kyriani View Post
    I was the author of the original topic about the +heal set bonus issue. The issue isn't that a +heal set bonus is bad. The issue was that a +heal set bonus IN A SET DESIGNED FOR A SPECIFIC AT when several of that AT's primary power sets have no ability to heal at all made that particular set bonus unusable (I don't want to use the term useless or bad) by members of the very AT the set was designed for. It would have been like having the Controller AT set have a set bonus that ONLY buffed confusion duration... when not all controllers have confusion powers. Does that make sense?
    And also that it is unique in this regard. In the rest of the game, only healing sets have +heal, and only hold sets have +hold duration. All other set bonuses for all sets are things that are useful to all characters potentially - def/res/acc/damage/recovery/regen. Even immobilize resist is useful for when your toggles drop, but the +heal is something you might literally have zero use for.

    The other problem is more symbolic in that they stuck the +heal and a heal proc on the defender specific set when most defenders do not like the idea of being thought of as "healzor LOL".
  17. Quote:
    Originally Posted by MrCaptainMan View Post
    I'd go further to argue that the minimum start requirements for everything can be totally done away with without hurting anything.

    It's not like everyone who likes teaming up for TFs or trials or anything else is suddenly going to abandon teaming, is it?
    They're afraid that without the carrot/stick to pull everyone else in, they won't be able to get a large group to do it.

    Inconvenience the many to appease the few.
  18. Quote:
    Originally Posted by Issen View Post
    ...Co-op content with a heroic slant? If we're referring to Incarnate, that's about as netural as you can get
    The entire thing is about defending the Earth in one way or another. Sure you can excuse it by saying "well, where are the villains going to live if there is no Earth", but on a fundamental level, "saving the world" is a heroic act.
  19. Quote:
    Originally Posted by peterpeter View Post
    I thought they were account bound, not character bound. You can't use them for one character, then respec them out and email them to another character?
    I haven't actually tested that yet, but I believe it is possible. I was mainly addressing the whole "I can't buy it until I make the character" mistake.
  20. Quote:
    Originally Posted by Snow Globe View Post
    Fire/Fire Tank. Makes up for lack of defense.
    Would make it up a lot better going for S/L than for Melee/Ranged.
  21. Go to the transportation for the side you are on.
    Zone to one zone higher than the last SSA.
    Look for little green man on map.
    If no green man, go to next higher zone.

    It literally took me less than 30 seconds after logging in to find the contact for each side.
  22. Quote:
    Originally Posted by konshu View Post
    So far as I can tell, the SSAs are broken as of the last patch. If you have a native hero / villain who has never run tips, the game won't recognize you as a hero / villain and will fail to offer you the appropriate a-merit award. So no a-merits at the moment for those who have not run at least one set of tips ending in a morality mission to confirm their alignment.

    In particular, this affects all characters in the 11-19 range who are able to run SSA1 but are unable to run tips and a morality mission for credit.
    That's not broken. That is working as intended. It is an unintentional side effect of the devs sucking at basic planning and thinking ahead.
  23. Quote:
    Originally Posted by Seek_Trouble View Post
    More like eat the sandwich your mother made you or go hungry. She will not make you a special sandwich with the crusts cut off just because you are picky.
    That might be a good comparison if I gave my mom a paycheck. At a restaurant, I do expect the crusts cut off if I ask.
  24. Quote:
    Originally Posted by Grouchybeast View Post
    Kinetic Combat would be a pretty bad buy under this system.

    The main attraction of the attuned IOs is that they level with the character, so you can slot the character early, and get the advantage of increasing IO values as they level. Since Kin Combats will stop levelling up at 35, there isn't all that much advantage over slotting them around level 30-35, as normal. Paying real money to get to use the IOs for an extra 10 or 15 levels seems a bit redundant, especially when they're levels that go by fairly quickly anyway.
    But that wasn't JayBoh's complaint about them. His complaint was that they don't go up to 50. And the non-attuned ones also don't go up to 50, so he (presumably) would not use those either.

    I'm questioning his automatic rejection of sets that cap at lower than 50 by point out that one of the most powerful and in demand sets does not go up to 50.

    Also, the main benefit isn't the scaling, it's not paying a half billion for 4 pieces.
  25. Quote:
    Originally Posted by Myrmydon View Post
    I'm with you on question number two. Who really needs much of Mako's Bite or Touch of Death...
    It's all one question. What character fulfills 3 different requirements. Your example gets one of 3.

    My point is that the only people who would tend to need melee def (and ToD) are SD and /Ninj, but neither of them would need 5 of either. Maybe a blapper who goes melee over s/l, but they are unlikely to have 5 ST melee attacks.

    And as for ranged def, you have the same sd and /ninj with the same level of not needing it, and those blaster/def/controllers who decide to specialize in range, but they are both unlikely to have 5 melee attacks AND even if they have them available are not going to have the slots to 6 slot them.