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Posts
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Joined
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Quote:Well, I have a new post for that "what would you pay for" thread now.
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Yes, MIDs teases you with physical perfection, but it's never available.
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Quote:If you have some method of getting everyone started on the same thread - something not even theoretically possible if you are making heavy use of super-sidekicking.Cant you run the same arc at the same time and do the auto complete and get them?
Quote:Also cant you use the orbro time travel thingy and share rewards too? -
The problem with story arcs are that they don't share rewards. The whole team is basically incrementing the merit counter for one person.
The other paths are equal for everyone - since everyone shares the same experience, inf, drop chance, and hero merit advancement.
I do plenty of story line missions, but always feel bad about asking anyone to join when it is so one sided in my favor. If I end up leading a group, I always try to rotate whose mission we are doing to keep it sort of fair. I can't think of a non-exploitable way to make it more inherently fair, but as the system stands, it's easier just to run hero tips when you can get a group. There should be some way to sync everyone up on a mission chain easily, but I'll be damned if I know how (unless you get lucky and don't need to do anything but run a couple of catchup missions.)
It's the one downside of having so many missions combined with the locked contact thing. Maybe that's the way to fix it. Complete one mission on a team for a contact, and then you get that contact for free without needing to do the whole bank mission thing. That way we run one mission, then start at the beginning of the thread to catch everyone else up. -
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Quote:But you're not addressing how the animation times are being changed. Unless they got really fancy, we're talking about a different animation sequence for each attack for each different possible speed. If you include redrawing weapons in that, then you have the question of whether or not the redraw speed (and the resulting additional animations) is also affected by the modifier or not.We have a vague description of how Momentum will work, assuming nothing changes between now and its release. There are any number of possible implementations of the concept that wouldn't penalize click powers at all. Here, let me make one up: Momentum could work like Dual Blades combos. Strike B animates faster if you use it after Strike A, and Strike C faster after Strike B. Like DB, using non-weapon powers in between would not break the combo.
There, I solved that design problem in under a minute, and I'm an amateur. Imagine what a professional game designer can do. -
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I made no assumptions that aren't valid. I never said he didn't team. I said he's not visible and available. He may do plenty of teaming with the gfriends of his choice, but he still has zero effect on the apparent population available on the server.
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So, since we know there are the two base powers for the set - one buff and one debuff - that will enhance the other powers, how will those likely work? I really only see 3 possibilities, one of which I think is unlikely.
#1 bubble style - formerly would be kept up on everyone by recasting, but soon to be area. I don't see this as likely for several reasons. Why bother with the new mechanics if the usual person you cast it on will only be getting one set of the modifiers? If they are bothering to make two sets of effects, then they likely expect a good mix of people who do and don't have the base, enhancing effect on them.
#2 forge/fortitude style - long recharge short duration buffs. This way, you can build for recharge to get it on as many people as possible. Still, for most of the game, you have to decide who in the group is getting the enhanced effects.
#3 toggle - simple enough, pick one champion/main target, and they get the best and worst of your buffs/debuffs, everyone else gets the second best effects.
I see 2 or 3 being more likely. That even allows the other effects to tend more towards area abilities, as they can offer significant boosts to one other character without being overpowered when applied to a whole group. -
Quote:That's totally possible, but it doesn't sound particularly like what they described. There are plenty of ways they can make it work, but it's still a question of what they decide.Who is to say that momentum won't end up being a bar that fills similar to fury or domination with different plateaus at which the speed of the animation and damage increase?
So that at 33% momentum you have a +25% damage and animaitons that are .33 seconds faster and moving up to 50% that. -
Quote:So, you are functionally not there. From the standpoint of someone looking at the game trying to form a group, you don't exist.Ever since the /hide feature was implemented, I don't think I've had a single character available on /search.
People are out there, but many, like me, make use of the hide feature to avoid being sent tells asking to join said farm and the like.
The point you make is valid if you're trying to show that the game isn't dying and there are still plenty of people playing. It's less valid if being used to counter the idea that the game feels like a ghost town sometimes. In that case, a hidden player and a non-existent player are equivalent. -
So, the two handed weapons set gets faster animations the more you chain the powers. Isn't that basically just the redraw mechanics enhanced and purposefully put into a set?
I mean, it seems to favor non-clickie secondaries to an even greater degree than what we already have. How much fun is a two-hand/regen set going to be if you grind to a halt whenever you break your chain?
It's an interesting idea, but it's one of the least enjoyable things that they've accidentally put into the game, so I don't see why they would do it intentionally. Not only is it a gimmick, but it's a potentially annoying gimmick. -
Oh, I know. I'm just pointing out that during a fairly extended time period (that was around my 4th hour of playing), the numbers were extremely low. It's possible for someone to have "off" playtimes available, and really not have many people on at all. That would give them a much different opinion of the server populations than someone who plays at 8PM.
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Quote:And I did the same thing at 1 PM Sunday and 1-45 Blueside, there were 8 people total.Roughly 6:45pm on a Sunday.
Tanks:
1-40: 40
41-50: 50+
Scrappers:
1-40: 43
41-50: 50+
Defenders:
1-40: 30
41-50: 34
Controllers:
1-40: 32
41-50: 48
Blasters:
1-40: 33
41-50: 50+
Remember, that's just blue side ATs on blue side. How do my stats taste?
A half hour later there were over 50.
The time you are on makes a tremendous difference. -
With the 40+ minute waits forming trials, you could do nothing but slam your face repeatedly into the keyboard and you wouldn't get excluded from end-game content so long as you can press the "Yes" button when invited.
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Not only are they common, but they are a steady income stream. People always want those things, as opposed to costume pieces that will sell well when first introduced and then trail off.
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It's on test now, so assuming 2 weeks for testing, best guess is next week - probably Thursday.
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Mainly because of recharge increase. If you're just moving faster in time, it shouldn't tire you out anymore than if you were acting at normal speed. You need to increase recovery/energy whenever you increase recharge to keep the normal energy loss relatively constant.
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1. alternate power animations for DP and ninja run that are a tad more mundane - I want to use my powers, not perform in a circus
2. costume pieces - pancho, bubble helmet
3. anything that in general adds to the power of my characters (say a 5 end purchasable accolade) - I don't necessarily think it would be good for the game if they sold me this, but I would still pay
4. a knife throwing power set - in stark contrast to #1, I'd want it flamboyant
5. any powerset options that break the normal mold - pet based defender secondary, blaster secondary with some defensive/control options, scrapper primary with mixed melee and ranged attacks - this might fall into category 3, but while I'd prefer open power selection, I think some adventurously designed power sets are the next best thing. -
Quote:Misuse of help channel. That is not what the help channel is supposed to be used for./help: Sewer team forming at the sewer entrance. If you are interested come on over and ask superdude for an invite. First come first served.
The basic functioning of the system should not rely on misusing the system we have in place.
Anyone saying these limitations on the free accounts is a good idea loses all right to come in here in October complaining about help channel spam and a huge increase in blind invites. -
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Quote:Well, the new players are going to need to use it to form groups, so you can probably count on that dropping to around 1% people actually using it for help. Water always follows the easiest path.As someone who frequently lists himself as a 'helper' I strongly suggest that you start Moderating the Help channel then. As it stands it's about 90% random chatter and junk and about 10% people asking for help. If the new players are going to get any help from the Help channel then the folks who use it for random chatter now should have to take themselves to another channel.
Just saying... -
Quote:None of those were the reason trial accts were added. They were put in to get new subscribers. Didn't work, so now there's a new income model.Yes they did.
RMT chat spam dropped to next to nothing.
Base raiding by trial accounts stopped completely.
RMT Email Spam vanished.
RMTers stopped using Trial accounts to transfer billions of Inf between accounts
RMTers dtopped using trial accounts to farm high level PVP zones, trials, and TF's
RMTers were unable to use trial accounts to abuse AE exploits.
All glowing successes.