theHaunt

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  1. Well, there's a few more facts to mention when I'm telling people what a ****** corporation NCSoft is to every MMO player and gamer in general who will listen. And really, they already made the devs sign NDAs as part of their severance agreement. They couldn't have added a clause that said that engaging in any sort of vandalism would also breach their contracts and let the devs stay on to work if they wanted? I mean, hell. The worst they might do is leak the server code, and it's not exactly like that's going to be hurting NCSoft considering how dedicated they are to making sure this game does not live on in any official capacity. =/


    Quote:
    Originally Posted by jwbullfrog View Post
    Ghost Widow, Numina, War Witch, and Kelly Nemmers founding the "Undead Girls" and becoming the featured musical act at the Golden Giza.
    If this were a thing, my vote would be for "The Living Dead Girls".
  2. Quote:
    Originally Posted by Starsman View Post
    To be clear: short term past behavior (since the present is the past by the time it hits our brain.) Look at the mothership. Look what it is doing currently with all its IPs. Don't use references from what they did 5 years ago. Think 1 year ago tops.
    Sure. We can do that.

    GW2 has been an NCSoft game for its entire 5 year development cycle, including the past year. They were committed to having an in game store without pay-to-win items that entire time, including in the past year. They have launched the game while under NCSoft's watchful eye and released the gem store's basic stock, IIRC, weeks before pre-purchases began, well before they knew what sort of monetary return they would get on their investment. The gem store has not included any pay-to-win items to date, in spite of it being an NCSoft title in active development of everything - including the initial content of said store - for the entirety of the past year.

    So. Going by the past year, I guess we have no reason to worry about them adding pay-to-win items! That does make it a lot easier to end this debate, you're right.
  3. Quote:
    Originally Posted by Starsman View Post
    I think by now it's clear that exec wanted the game out in 2011. It does not matter if the dev team says it won’t be ready until Sep 2012, the guys up top set the deadlines and GameStop had to announce a quarter delay on the game (they dont speculate this stuff, usually when GameStop makes plan for preorders and floor shelf space, its because they were given a date.)
    The people with 10 year old Duke Nukem Forever gamestop preorders will probably beg to differ. And I've never been under the impression that Gamestop, Amazon, or any such sites "don't speculate on this stuff". They tend to be wrong a lot, and in reference to GW2, the devs had to answer questions constantly about when the release would be, and had to keep noting that any third party sites claiming a release date were speculative, and that no date had yet been given.

    Quote:
    Originally Posted by Starsman View Post
    We can't take GW1's track record as evidence of the capabilities of speed to expand GW2.

    A huge part of the success of GW1 was that each expansion (but the last one) was a full stand-alone experience that was as complete as the original game itself. GW2 is much more ambitious than the original GW, and I think it's nearly unrealistic to expect a GW expansion next year that is as large as the base GW2 game is.

    <snip>

    Again you look at the past. This is not going to be entirely up to ArenaNet, this will be dictated by NCSoft. Eventually, they will be demanded to do so. It's the road the company has been taking with their games in the last year and they will likely keep pushing further that path. Would not be shocked to see more pay-to-win things added to GW1 in the next 2 years, btw.

    <snip>

    First we need to see at least 3 years of consecutive expansions being released without delays.
    Um, okay. You can't just say "we have to ignore all of the past seven years of ANet's behavior in managing their game, but we'll look at the past year of NCSoft's corporate influence over a variety of games that their management ostensibly oversees in different capacities from game to game". Especially since ArenaNet has, in the past, had a fairly independent relationship with their publisher, as they've said in several interviews. This is an especially suspicious request since you only want to consider past behavior that you feel supports your argument.

    But hey, if you want to totally ignore the past behavior of the company and think there's no point in discussing this until we see 3 years of consecutive expansions, or whether GW1 will see pay-to-win things added to GW1 in the next two years (and again, any pay-to-win, not MORE, because Merc slots are hardly pay-to-win), then that's cool. We can just end this discussion here and pick it back up in three years, because without any past info to work from, you're just engaging in baseless speculation.
  4. Quote:
    Originally Posted by AzureSkyCiel View Post
    I must bitterly point out this is already the case.
    Two words: Mistfire (F@#$%ing) Wolf. And if you're unaware, those stats are pretty damn good.
    Er, they're a little less than twice as good as a Hound of Balthazar, which is a corresponding human elite which gives you two Hounds compared to one wolf.

    And really, I'll pass on a 30 second DPS pet elite that I have to pay money for, considering the better pets and awesome support/form powers the professions already get naturally. The only reason I even considered it was for looks.
  5. Quote:
    Originally Posted by Starsman View Post
    No.

    For now, GW is making money, it better be. They spent a bucket load in ads last quarter, enough to drive the company into the red when the game didn’t ship in time.
    Nobody has any idea about whether GW2 didn't meet an internal release date, but we do know whether it shipped in time: it did. They announced one date, and they met that date. Anything beyond that is pure conjecture.

    Quote:
    Originally Posted by Starsman View Post
    That aside, though (because that line of thought gets me grumpy) GW2 sales will slow down drastically. Once this happens, the only source of income will be gone. Expansions are expensive to develop, and the team already has shown this game is overwhelming them so I doubt they can’t push out an expansion in a timely manner needed to keep the profits moving in.
    They've been quite responsive about fixing bugs and making balance tweaks as the game is hammered by a massive non-beta testing audience for the first time. And for the record:

    - Guild Wars: Prophecies was released April 28, 2005.
    - Guild Wars: Factions was released April 28, 2006, exactly one year later.
    - Guild Wars: Nightfall was released October 27, 2006, six months later.
    - Guild Wars: Eye of the North was released August 31, 2007. A little under a year later. At the time of EotN's release, they had already started devoting resources to developing GW2, and designed EotN as an expansion, as opposed to the full campaigns of Prophecies, Factions, and Nightfall, to bridge the gap between them. They have said in interviews that they were becoming very adept at creating expansions within their development house, and could have kept churning them out at a six-month to one-year timeframe, but chose to develop a new game instead so that they would have a stronger base to work from.

    These were full-featured expansions with dozens of hours of gameplay and at least as much new explorable landmass as Going Rogue, if not more. They chose to stick to the "buy the box, buy the expansions, play the game" model in GW2 because they believed it was more than profitable enough for GW1. This was back in the heyday of WoW, long before big-name F2P MMOs were a thing, and subscriptions were the order of the day.

    Quote:
    Originally Posted by Starsman View Post
    GW2 WILL become heavy on the micro transaction side. For now it's just cosmetic stuff, but expect PayToWin potions in the market eventually.
    During GW1's lifetime, they released multiple free content patches full of story missions, at least one dungeon, and unique item skins, including some releases that came after their decision to start working on GW2. During GW1's lifetime, the closest thing to a "pay to win" option that they ever added were Mercenary Hero Slots, customizable NPC party members that let you get around some of the class restrictions on the two-dozen heroes the game got you just by playing through the campaigns naturally. Everything else was either storage space or cosmetic. The ANet devs have said explicitly that they completed developing and primary balancing of all of the game's story content and dungeons before they implemented the cash shop at all in GW2, to specifically hobble themselves and make sure they couldn't balance the game around Pay 2 Win items.

    For the record, I never spent a dime on GW1 on anything besides the boxes, and I completed everything but the hardest two dungeons in the game. Solo. I could have easily done those dungeons too if I'd felt like joining a team or working out a more clever hero build, but I didn't.

    Quote:
    Originally Posted by Starsman View Post
    Anyways, truth is, lately, with the increase on Facebook games you get to play for free, and entirely free AND amazing games you can play on your phone, players are less and less likely to pay up front for anything. New flashy things get some time in the light and make some money, but that well dries up fast. It is also why few MMOs launch as free to pay (for now.)

    The publishers know the first wave of users will be very willing to pay big money up front. Why say no to that money? Get the up-front box sales money, and as soon as you see numbers drop enough, you make it a free to play game at heart (Look at DCUO, Champions, Star Trek Online and Star Wars Galaxies, leaving out D&D Online and Lord of the Rings Online since those likely published under the old mindset, not with a roadmap to go free.)
    GW2 will likely be doing this in the same way GW1 did - by bundling the expansions together into a basic box price item for people who come to the game later, and possibly by offering sales on said box. As long as subscription MMOs and Freemium models exist at all, I believe there will be a market for the sales pitch that says "buy the box and get the whole game, for as long as you want to play it." From all indications, ANet believes the same thing.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    How is Guild Wars 2 free? *edit* For that matter, how are Guild Wars or WoW free?
    Guild Wars and Guild Wars 2 are both Buy to Play MMOs. You buy the box, you get all the content. There's nothing gated behind a subscription that needs to be unlocked either through a premium account or some equivalent to veteran rewards. There's a cash shop, but it can essentially be ignored; basically all it sells are a handful of cosmetic items that are much more limited in scope and usability than CoH's costume pieces, some extra storage space, and character slots. As far as I've heard from a few years of dev comments, there aren't going to be any cash-shop restricted content, like the First Ward or the SSAs. It'll either be free content updates or full-fledged expansions.
  7. Quote:
    Originally Posted by OmniNogard View Post
    Just great, had a whole post made up and the forums decide "NOPE" and i lost it all.

    Basic Summery of post.

    Game is good, liked the underwater fighting, only got to lv4 before i got hungry.

    Need new PC (Thinking a Alienware X51), game atm runs form 1FPS to 9FPS(if I'm lucky). Current PC is a pile of junk that's not meant for gaming.
    Well, the good news is you don't need to go totally insane to get something playable. I recently upgraded to 8 gigs of RAM and an nVidia GeForce 550 Ti card, and the game runs pretty smoothly for me with everything but shadows cranked up. My processor could use an upgrade too, but as far as I can tell, that's only really proving to be a bottleneck in WvW, where my framerate starts to chug once I run into a big zerg-vs-zerg fight. Even then, it's still fairly playable, just not smooth.
  8. Quote:
    Originally Posted by JayboH View Post
    Yes mostly.
    Yeah, to chime in with a bit more guardian-specific advice, I'd suggest making sure one of your weapon sets is a hammer, staff, or greatsword in PvE. All three of them do big AoE stuff, and AoE is king when it comes to big dynamic events in terms of loot (personally I think you should get some tagging credit for people who attack mobs with boons or heals you gave them, but that's the system as it is now).

    Any of those weapons has a nice AoE on the auto-attack, and gives you three different flavors of gameplay to go along with it - greatsword is the heavy-hitter of the three with a ton of mobility and some nice Whirl finishers, hammer gives great control, decent survival, and tons and tons of versatile combos in a group setting once you know what fields do what with Mighty Blow, and staff offers a lot of support/decent healing and a bit of control through Line of Warding.
  9. Quote:
    Originally Posted by Chyll View Post
    1. I can both resize, and move things around in SWTOR.
    2. There appear to be outside customization mods that go farther

    Either something changed since you played or you missed the in game options (which admittedly I stumbled across by accident in my first 10 levels of playing.)

    Now, I cannot appear to change colors, and wish I could change it more, but it sure let's you. So I can't let you say that it isn't possible.

    Also, I am not a fan of outside mods, as then you have issues post patch, etc. But it is an option.
    Yeah, the moving/resizeable UI was introduced with much fanfare somewhere between 3 and 5 months after SWTOR's launch, I don't remember more specifically than spring. Did they add more bars yet? Because frankly the UI was clunky to begin with, but the bigger problem was that even with 5 12-slot bars, I didn't have anywhere near enough space to keep all of my skills and necessary consumables handy, and they have since then added even MORE crap to hotkey with Legacy Skill unlocks.

    Seriously, that game has skill bloat that would make LotRO green with envy. Well, once LotRO is able to find the "Turn Green with Envy" button on their bars, anyway...
  10. Quote:
    Originally Posted by Johnny_Butane View Post
    Because "no trinity" should not mean "anything but a fragile speedster DPSer is vastly inferior".

    Why even let players spend points in Tactics and Defence if they're not going to be greatly beneficial to yourself or others? Paradoxically, taking more defence means I take more damage and faceplant more than someone that did not. Because ultimately they've made survivability (and anything but damage for that matter) meaningless and that's not good design.

    I may try a Guardian. The game has only been out a week.

    But that doesn't nullify my point. Why should a defensively speced Warrior be greatly inferior? If the developers' intent is to get rid of the trinity and let people pick their own roles rather than shoehorned into one because of the class they took, making only one route for building that class viable defeats that purpose. I should be able to build a defensive Warrior and that should benefit me and my team greatly for doing so.
    Currently, it doesn't, it just means I kill things slower, die more and contribute less to every team effort.

    It makes me a fool for not putting my points into Strength or Arms like every other Warrior. It's not really a choice if every option but one is wrong, is it?

    In that case, that's not me "doing it wrong"; that's a major flaw in the game's balance and design that goes against the stated philosophy behind it.
    Uh, yeah, you're doing it wrong because building tanky doesn't remove the need for mobility. Like I said, the guardian's playstyle is to focus more on standing and ignoring hits via blinds and blocks, so they need to dodge LESS often than the more mobility-minded classes. A mace/sword or mace/shield warrior has plenty of blocks too, but they also tend to be more single-target focused than the group defensive options of sword/focus guardians. Because Mace has a strong single target debuff (weakness) to neuter a target's damage, and a single target stun and daze, both of which can be used to interrupt those big Eff-you telegraphed attacks that bosses do, plus a parry stance to absorb another. Taking defense while playing defensively will keep you up longer than a pure glass cannon. But both of you are going to need to dodge. It's just the reality in GW2, and it's balanced more or less the same for all classes. Guardians have a smidge more wiggle room in that regard, and they pay for it with lower mobility and less powerful ranged options (and I think that cost is too high, personally, but that's neither here nor there).

    And actually, the traits in the other defensive lines are pretty good for warriors. The major one that makes shouts heal actually provides very decent healing, and 3 perma stacks of might for the party from "For Great Justice!" is nothing to sneeze at. Nor is the ability to get near-perma party-wide swiftness with Warhorn's "Charge" and the right trait setup (taking, wouldn't you know it, defensive/supportive traits).

    And yeah, your DPS is going to suffer compared to someone who goes straight Strength and Arms in favor of providing support, and you'll feel less of a benefit while going solo in DEs. But your damage won't be as laughable as a totally support-specced Defender or Controller - in terms of how you stack up against the other professions overall - and you'll be providing buffs that are pretty damn powerful. So keep shooting stuff in between shouting and dropping banners and contribute that way. Or - if you want to play a "tank" - go mace/something and hammer and probably Stomp and keep everything knocked down. Because GW2 has embraced something that has been quietly true in CoH for years - that tanking and control are two sides of the same coin, but one is generally more active than the other.
  11. Quote:
    Originally Posted by PleaseRecycle View Post
    You're right, I could explain what I mean better. Basically there are two issues here: Guild Wars does not differentiate players enough for my liking, nor does it force teaming enough for my liking.

    Regarding the latter, dungeons are there, you can certainly do them, you'll get prizes for doing so, but they're such a tiny slice of the game. They do not seem particularly popular to me compared to the open zone content, and they're the only place where you really have to team up at all. Indeed, as I said above, in many cases teaming is detrimental to enjoying the bulk of the game's content, that being the stuff you do when wandering around.

    Regarding player blandness, Johnny just said it better than I was going to. Everyone starts on a level playing field, everyone can do basically the same stuff and there is pretty much one correct way to play that every competent player* will gravitate toward rapidly.

    Another thing that you brought up, theHaunt, is something I also care about: you can get super overpowered in City of Heroes. I don't consider that to be detrimental to teaming because in my experience it just never was. One person on a team can solo everything? Okay, that means you can split up and go twice as fast. Or it means you can divert more aggro to him and plough through enemies together but more quickly and safely. The point is, it's up to you what that means. That element is completely lacking in Guild Wars because everything is so sanitized. They don't want anything to be overpowered and are willing to work very hard to make sure that nothing is. At the same time, everyone has to be a little "overpowered" by City standards since they aren't willing to let any class be deficient in any way, as that would have an impact on soloing. Maybe you like that style of game but it isn't for me.

    *By which I mean a generic competent player who always chooses the most optimal numerical solution when given a choice. Obviously real players will choose suboptimal numbers for a wide variety of reasons that don't make them incompetent.
    Personally, I've only solo'd a few hours out of all the time I've put into GW2, and that was almost purely playing structured PvP. I've found teaming to be fun and rewarding. YMMV.

    As for wanting to be overpowered - that's cool. That's a personal preference sort of thing, and you're right that GW2 doesn't want anyone breaking the system open. It's easier to allow that in a game that is nearly pure PvE like CoH, and fits the setting. I'm personally going to miss having my immortal badass characters quite a bit when the game goes down.

    That said, Johnny, you're doing it wrong. No offense, but you are. They've been talking about a game with no pure tanks and healers for years now. You even mentioned the lack of the trinity in your opening line. So why the hell did you try to build a tank?

    Speccing for toughness is something that's for melee in general in GW2, to compensate for the greatly increased lethality of melee NPCs and to capitalize on the big damage bonus that melee weapons enjoy. You want enough to give you a buffer around what your skill and luck can allow you to avoid - or ignore, in the case of my Guardian - but no, your job isn't to soak hits and never will be in that game.

    Similarly, the roles are more blurry than CoH - and you can dislike that as a personal preference - but they still exist. If you're speccing for support on a warrior, then run a longbow and throw down AoE burns along with the buffs from your banners. Use a mace and warhorn so you can interrupt bosses in between buffing the party with banners and shouts. CoH puts the same demand on you in theory: control sets do damage, and Defenders have blast sets. The trinity is a soft trinity of control/support/damage, and you're supposed to focus on them from moment to moment in the unique way each class has for doing so.

    That said, Johnny, if you want someone who captures some of the feel of an Invincibility of WP Brute, you want a Guardian. I run mine with sword/focus, and between 3 AoE blinds, 3 damage shields that totally block attacks, a ranged damage block/attack, and liberal dodging, I feel pretty damn resilient without having to sacrifice damage OR support.
  12. Quote:
    Originally Posted by PleaseRecycle View Post
    theHaunt, it isn't that City of Heroes is impossible without coordination, or even especially hard, it's that it rewards it. You are motivated to team up with people and the content thusly gated will in my experience result in a teammate interplay that results in talking, coordination and on rare occasions friendship. You can run explore modes with any four other properly geared and leveled people and the only coordination you'll ever need is "hey guardian, get ranged block. kthx." As I said, maybe this is different at high level but they've given me no reason to assume that to be the case and I have a big problem with games that reserve all of the fun for the end.
    TFs are gated behind 4-8 people. Dungeons are effectively gated behind 5. I haven't run the GW2 dungeons yet - I've been enjoying duoing the rest of the huge amount of content in the game too much to want to go looking for a group - but I don't really see what you're getting at here.

    In CoH, I have multiple characters that can dive into a full x8 TF spawn, alpha away the minions and lts, and start punching chunks off of the bosses without worry besides making sure I keep some purples and greens on my insp tray. If a support AT pops some fire-and-forget buffs on me or locks down some mobs, I don't even need to worry about inspirations. I have no need to communicate with the team for most stuff in CoH beyond "hey dudes gather up for buffs, kthx". To the best of my knowledge, it is completely impossible to effectively solo a spawn meant for a full dungeon group in GW2. Every class does short duration, limited buffs, that can be coordinated for massive amounts of control and support, but it requires more effort than the type of crazy lockdown or immortality a good controller or defender can provide. Even in the hardest content of CoH, you rarely NEED to communicate complex strategies; everyone can pretty much just do their thing until the boss dies. Which I'm cool with. I like being a badass superhero.

    But acting like GW2 magically doesn't foster communication while CoH does, when it's much harder for one individual player to overpower the hardest content in practice in GW2 is, well, kind of ridiculous. You can choose to communicate more, or less, in either game. But getting the most out of 1 second of team invulnerability takes a ton more communication to maximize than permanently putting your entire party at the defense cap like you can in CoH, and acting like it doesn't is disingenuous.
  13. Quote:
    Originally Posted by PleaseRecycle View Post
    My problem with the Guild Wars community hasn't been that I've noticed any preponderance of disruptive players, in fact it has all been quite civil in my experience on two different servers. Rather, the game's design does nothing to encourage anything but pick up teams. Maybe there would be a reason to join a guild if you were deeply involved in the PvP but as someone with no interest in that I have no motivation to do anything but treat the chat as a concurrent IRC system as I wander around. The first three dungeons don't require any special coordination beyond the capability of any old PuG and there isn't anything resembling the widely unpopular yet strangely effective minimum player counts for task forces and trials.

    Everyone seems to like the world events that appear but are there any that encourage any behavior other than synchronized soloing? If so I haven't seen them.
    Um, maybe we haven't been playing the same game these past seven years. I've PuGged just about every TF and every single one of the Incarnate Trials I've done - I haven't done a Hami raid, but I don't exactly recall needing a Supergroup to run it. I also tend to build characters that can solo at x8 if they're careful, and easily smash x8 in a duo for most content, so I don't exactly see where running a TF with more than a casual group of PuGs is going to require a lot of sitting down and strategic communication. Yeah, doing these things with a partial or full SG group are often more effective and fun, but they're hardly required.

    From what I've seen, if you want a challenge that's going to be far and away greater than most of the group content in CoH, you're looking for Explorable Mode dungeons in GW2. They're supposed to be much harder and require more teamwork than the eminently puggable Story Modes - which are so named because the whole point of them is for non-hardcore players to have the ability to run through the instance and experience the content and STORY of the dungeon. If just joining a guild for camaraderie and a steady group of people to play with isn't enough for you, then join one that wants to run explorable modes. Or don't since you've apparently thrown up your hands and said you're done with GW2, which is cool I guess, but it's kind of ridiculous to act like CoH is some kind of beacon of forced high-level coordination and communication that makes more than "synchronized soloing" necessary.
  14. Strange events are no strangers to Paragon City; Zombies, alien invasions, giant monsters and snow beasts are regular occurrences, part of the background noise and flavor of the town. However, in recent days, an anomaly has cropped up that is much more serious than these familiar foes.

    Time and space themselves seem to be under strain. Heroes, villains, and citizens alike find themselves moving sluggishly, or suddenly appearing a few seconds ahead or behind where they should have been with no recollection of the lost moments. Stranger still, there are reports of events from out of time flashing into being: sightings of Statesman fighting monsters in Atlas Park, and then both mysteriously vanishing, among others. Even moreso than usual, chaos reigns in the streets.

    Many of earth’s brightest minds have begun investigating the issue, and while the exact cause is still unknown, the prognosis is grim. These instabilities are expected to become more frequent, and violent, in the coming months. The inevitable conclusion is that any impacted locations will likely become inhospitable to life as we know it.

    In brief; reality is breaking down, and no one is sure how to stop it.

    Suspicions and conspiracies are already running rampant; some place the blame on Portal Corp, that their constant fiddling with the fabric of the multiverse has triggered some kind of feedback loop of instability. Others are looking toward Crey, believing that in their typical amoral pursuit of profits at all costs, they finally dealt irrevocable damage to the entire world. Some in the know presume the culprit to be the Battalion, or some other mysterious external force bent on destruction of the world. Many have taken comfort in the safe assumption that this is all just another Nemesis plot.

    Thus far, none of these hypotheses have born out. There is no evidence for them, and worse, the damage seems more universal than anything any villain has ever managed to accomplish in the past. It is both meta-temporal and pan-dimensional; Cimerora, Recluse’s Victory, even Ouroboros are feeling the effects, as are Praetoria and the dozens of near-Primal worlds Portal Corp has surveyed.

    Although the situation is dire, the meta-humans of Earth remain undaunted. Heroes and villains alike are working tirelessly to find the source of this damage and put a stop to it (or, of course, use it for their own ends). Just because the world seems to be ending does not mean an end to more mundane villainy, however, and just as many heroes have committed themselves to tirelessly fighting the good fight for all of Earth until the bitter end; the signature Heroes of the City, the living paragons of Paragon, are of course taking lead on this. Across the City, they continue to recruit willing heroes to fight the more typical threats that remain; even if some lack the means to save the greater reality, at the very least, they can keep on saving the Overbrook Dam. The fight for the City continues at the street level, even as the end of all things approaches.

    Meanwhile, preparations for the worst are already being made. The evacuation efforts from Praetoria are already realigning themselves to this new existential threat, while magical and mundane dimensional travelers alike scour the multiverse, tracking down far-flung worlds that are unaffected by the damage. Most of these ‘safe’ dimensions are so far removed from Primal Earth that Paragon City does not even exist; on many more, the Earth itself does not exist. Instead, strange, exotic worlds of impossible technology or incredible magic lie across these exploratory portals. Anyone capable of dimensional travel is currently being tapped to transport refugees to these new dimensions, in case the damage cannot be stopped or reversed in time.

    Others are taking a more long-term approach. Extra-dimensional strongholds are being established - bunkers in the gaps between universes - where scientists, researchers, and mystics can address the problem from a safe distance. Among these strongholds are the Halls of Titan, an open forum that has thus far been attempting to spearhead efforts to restore the stability of the multiverse. They are gathering like-minded supporters in their safe haven beyond the world, pooling resources and information in the hopes of saving Paragon, and with it the world at large. The chances of success seem slim, the challenges apparently insurmountable; but the heroes of Primal Earth are well-acquainted with situations such as these. Even at a time of hopelessness, hope remains.

    (( Personally, what I find most upsetting about this whole surprise shutdown of the game is the way it's going to leave my roster of over a dozen greatly-loved characters in the lurch. They still had - have - ample story potential, and I can't stand the thought of leaving them stranded on a dead world. So I wrote this, to explain what's happening in my vision of the next three months IC - with some obvious outs in case the worst case scenario of the game closing down is actually avoided.

    I thought I'd share it, just in case anyone else is in a similar situation of wondering what to do about all of their characters in the light of Friday's announcement. Use it, ignore it, print out a copy and set it on fire as a symbol of your rejection of it; it's all fine by me. ))
  15. I'm really not a fan of SoE, but it's worth noting that several of the bigwigs who were in charge of the game during the launch and NGE of SWG actually went on to be lead designers at Bioware Austin, and are currently busy running SWTOR into the ground. So they won't be around to mess with CoH. :P

    I'm just going to quietly hope that whoever buys the game, if anyone does, will recognize that Paragon had a good thing going in spite of the utterly nonsensical shutdown, and will let the devs continue business pretty much as usual.
  16. Yes, thanks so much. It was a bit too late for me to get a lot of mileage out of it, but the every change to kheldians made my 50 PB and 50 WS infinitely more entertaining to play. The thought that these strange, wonderfully unique classes were so close to being just perfect in my book after all these years, and now they're going away is just... crushing. But I'm glad for all the changes we DID get to see.
  17. Thank you. And if you guys at Paragon decide to take action, get back on the horse and make the NEXT definitive superhero MMORPG packed with ideas a decade ahead of its time, please let us know as soon as possible. I'd really be interested in supporting the hell out of it.
  18. Quote:
    Originally Posted by Feycat View Post
    <3
    <3

    From the first time I installed EQ when I was 13, I knew I was an MMO gamer. The thought of spending my free time in a living, virtual world filled with other people has been impossible for me to resist in the years since. I played a bunch of MMOs, trying them, settling in here and there, getting my toes wet with this "RP" stuff...

    CoH was the first time everything clicked for me.

    I made a Scrapper, and started RPing him on the forums right when the game launched. It was my first really successful RP character, and I have considered myself an RPer first in every game I've played since.

    He was a Dark/Dark scrapper in the terrible days before DA stacked, so derping around in the game was not an option. I needed to get my crap together and learn to be good in order to barely scrape by. And the result of that - learning a game inside out, so I could powergame whatever character concept I liked and be awesome on MY terms - has defined how I approach every game since.

    CoH made me the MMO player I am today. And, indirectly, it also made me the person I am today.

    RPing on that scrapper gave me the opportunity to meet a completely fantastic RPer, gamer, and person. We played together, RPed together, and spoke with one another every day. We still do - we're in GW2 together now, and I don't think more than a day has gone by without at least saying hello in the eight years that we've known each other. We've traveled through a bunch of games together and spawned dozens of characters with friendships, families, and lives in most of those games.

    But CoH was always our home. It was where we always came back to. I don't know who I would be without her support and care throughout my life; the only thing I know for sure is that I would be worse off. She's my best friend, and knowing that we'll be able to carry on without the game is one of the few consolations I've been able to find in this horrible announcement.

    Losing the game is like being set adrift; like having your house swallowed up by a sinkhole one morning as you went out to get the paper. It was something that was always there, that I could always come back to - and often did. And now it's going away.

    It hurts.
  19. I have played this game since launch, and always came back to it in between stints of other, more typical fantasy MMOs. I was very much looking forward to having it and GW2 be my two games of choice for a long time running.

    This news is a total punch in the gut, like finding out your pet was killed in a hit-and-run. No warning, no mitigating factors, just... finality.

    I can't say how shocked and hurt I am that NCSoft would do this.
  20. I'm really looking forward to being able to actually use Solar Flare as a damage power when teaming with the Scrapper my PB runs with.

    I really, really dislike the way they're implementing this change that has been badly needed for a long, long time. The rest of the thread has expressed all of the benefits this proc has for a bunch of powersets. The fact that you can only get it from farming a limited-time event in hopes for a random drop leaves a bunch of bad tastes in my mouth, and given the nature of Freedom, is not the sort of thing you want all those Fire Doms and PBs reading about when they check up on the game for the first time in months come August.

    "Oh, you COULD have gotten an enhancement to greatly improve the playability of your AT, but sorry! You missed the window to play the loot lottery for it. Guess you're just going to have to try your luck on the market with this random, uncommon drop that was only available for a month, or wait until next year."

    My one hope is the devs will see how much people want this proc and take it as a sign that we should get a real solution for turning KB into KD for players who want to do so, and my one fear is that they'll take this really bass ackwards band-aid fix as enough of a solution to ignore the issue for another seven years.
  21. My Warshade has been soloing at x8 since level 39.

    My Fire/Fire brute is a similarly disgusting wall of firey doom.

    My Mace/WP tank can solo at x8/+3, it's just a little bit slow and feels non-super, so I usually stick to x8 or x7.

    Largely without IOs, my Stone/Dark Brute was duoing at x7 with an Earth/Rad Controller, from around level 26 on. Same for my FF/AR Defender with a DP/Kinetics Corr.

    By the time my leveling buddy and I hit the mid 30s and get some basic IOs slotted (and I rarely bother to slot for sets until I'm 40+), I consider duos that can't handle x7 or better "on the weaker side" of my character roster.

    This list is largely useless because there is a huge variance on what works and what doesn't on a team between and even within ATs, especially considering the force multipliers that most classes bring in one form or another (AoEs, buffs, debuffs, etc). Saying the only things that are highly desired on a typical team are the "Tank class" and the "low damage, high support" class and all the others are low or medium because "everyone else can do DPS" smacks of looking at the game through a Holy Trinity lens, which is really unnecessary.

    And also handily ignores the fact that a well-built, well-played character can solo the hardest mission content in the game already, making more of anything largely superfluous.
  22. Chalking the gunslinger pack up as yet another instance of the devs going off the rails lately. I'm really disappointed in the course they've been plotting for a while now, which is really sad. Freedom started off so well and the next few months is a really awful time to keep doing stuff like this.

    It doesn't seem likely that they'll bother to do anything at this point, but the initial releases of stuff and only haphazardly responding to player outcry is really not a good way to retain VIPs through the MMO release storm of the next few months. I mean, obviously they seem to realize this, considering we've gotten two gimmicks to try and keep us subbed through the spring in the past couple of weeks... Just too bad they don't feel like addressing some pretty longstanding, common complaints.
  23. theHaunt

    Base Bugs in I21

    Quote:
    Originally Posted by Xieveral View Post
    Is this similar to the lights flickering from custom to default? I've had that happen in another base of mine when editing or using salvage racks but not the quakes.
    I had that happen in my base; I isolated the problem to one of those tech floor vents with particle effects. It caused screen shake when I first placed it, and then every time I would add/remove an item while editing, and then when I would move salvage around. The effect seems localized to the item, but since this was in my storage room, it kind of wasn't feasible to leave it that way.

    That said, just swapping to one of the other vents should solve the problem.
  24. Quote:
    Originally Posted by Zyphoid View Post
    I hope there is something more. As a VIP I get this any way. Even a single new costume item would be nice.
    Spotted a couple firefighter hats for sale on the beta server just now, things that end up there on patch day have thus far made it into the market when servers come up.

    <Insert CoH Freedom is TF2/City of Hats joke here>