Issue 13 Live Feedback!


Ad Astra

 

Posted

I don't want to make this real long.
Issue 13 is mostly good. Lots of cool new features and stuff.
But...
I liked Barrage just the way it was. It was a good low powered, high speed, initial melee power for my tankers and brutes. It made the set fun along with Whirling Hands. I could write a couple pages why I liked it the way it was and why it just will not work now. But, I'll save myself the trouble.
Please return my wickedly fast Barrage, or give me a much better explanation "why" something that wasn't broken got fixed.


 

Posted

was i13 put out two weeks in front of the winter event so in case i13 was a flop you could cover it up with the winter event? because it seems that i13 was a flop and winter event is a distraction to keep people off the devs back so they could try and correct this travesty called i13!. couldnt they just wait untill they had it right before dumping it on us?


 

Posted

Just adding my two cents on one issue (granted I've got other beefs with i13, this is just the main one):

Make the missions selectable when the team isn't all in one zone again.

Somebody said it got changed to stop filling (I don't know if that's the official reason, doesn't matter really), but if there wasn't some serious bug going on because of people selecting the mission when teammates were in another zone, then change it back.

For one thing, filling doesn't hurt ANYONE, it doesn't make anyone's game any harder, it doesn't do anything bad to anybody. If people try to claim that it makes things easier on somebody who's just getting the biggest mobs they can so they can earn tons of xp for themself or for someone else, then maybe you should have made the change more along the lines of 'the mission only counts team members within level-range of the mission towards the actual mob sizes within'. Yeah, that would've worked a LOT better. But the way I look at it, if somebody can take on huge mobs and they want to, LET THEM DO IT. I don't care if somebody else can't, and they feel left out, they can get better at the game if they really want to. Just because people feel like they're not getting as much out of the game as somebody else, that doesn't mean you ruin things for EVERYONE.

For another, you must realize how much harder you're making things on everyone? Sure you can have a mission selected before you build a team, if that's gonna be the first mission you do. But then say you wanna reset the mission so the mobs will be appropriately sized for the team, you have to wait for EVERYONE to get to the zone and then reset it (no one can go inside til after it's done). Then, once you've completed your mission: Say you're in Founder's Falls, the team wants to do the next mission, your contact is in Brickstown, so you go to Bricks, contact gives you a mission in Talos, at which point you can either go back to Founder's to set the mission so everyone can see what they're doing next, or you can tell everyone to go to Talos and set it when you meet them there. So you go ahead and tell them to head to Talos (less loading), you get there and one member of your team is sitting in Founder's still. You say 'hey, you coming or not?' - somebody else says 'oh, they said they were afk' (apparently while you were talking to the contact). So, your response is 'did they say how long they would take?' and of course the answer is 'no'. So at that point, you can either wait an undetermined amount of time for their return, or you can kick them and reinvite them when they get back, so they can join in fighting mobs sized for a team that didn't have them in it! Hurray! I've already seen plenty of times where somebody got kicked because it was taking too long for them to get to the appropriate zone only to get reinvited between two and five minutes later. This is nothing but a hassle, and I've not even touched on the frustration of dealing with people who take an exceptionally long time to load.

I have not encountered a single person yet in the game who actually likes this new rule. It's annoying, it makes everyone's life harder when one person on the team is busy, afk, or for whatever reason is jerking the team around and doesn't want to go to whatever zone the team is in. I've spent a HALF HOUR waiting for people to come to the zone sometimes, just so we can select the mission, and it's getting on my nerves.

Just change it back, PLEASE! I can't stress enough how annoying this change is. Maybe do the 'must be within level-range' rule instead? You've even got an easy explanation for that one! (A superhero's sidekick is there to observe the superhero in action and learn from them, they're generally not an influence on the enemies because the enemies are geared up to deal with the hero(es) already after them. While exemplars, ideally, are there to assist in the fight, and to provide 'examples' to the lower-level hero on how to fight their own battles. Therefore, heroes outside level-range will not change the number or type of enemies within, they will simply assist in the battle. -- This can easily be stapled onto: Also, heroes outside level-range will not affect the xp earned by team-members who are within level range. ... ... If you feel like adding that on anyway. I'm pretty sure people would appreciate it.)


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To sleep perchance to dream.
Aye, there is the rub... for in that sleep of death what dreams may come...

 

Posted

These are my main pet peeves and my favorite things in I-13 not covered by other threads:

THE BAD

1. [u]Barrage[u][ QUOTE ]
I liked Barrage just the way it was. It was a good low powered, high speed, initial melee power for my tankers and brutes. It made the set fun along with Whirling Hands. I could write a couple pages why I liked it the way it was and why it just will not work now.

[/ QUOTE ]

I will echo this. Barrage was my 'keep aggro' and 'attack chain filler' power. I want it back. I've had to severely realign my tanker's build to fit in another attack to make her work because of this change, to the detriment of her primary.

2. [u]Focused Accuracy[u]: Nerfed too hard, without sufficient explaination. Either buff it, or reduce the endurance cost appropriate to the nerf.

3. [u]Mission Selection[u]: [ QUOTE ]
Make the missions selectable when the team isn't all in one zone again.
<snip> I have not encountered a single person yet in the game who actually likes this new rule. It's annoying, it makes everyone's life harder when one person on the team is busy, afk

[/ QUOTE ]

It slows things down, it leads to team disentegration, it makes team building harder. In short: It discourages teams, and that is the [/i]last thing[/i] you should be doing when the most significant change in Issue 13 (Merit System) is also discouraging teams. Unless that is your intent.

4. [u]Mastermind Equipment Change[u]: Please reduce the endurance cost on this, 1/2 the endurance bar is too much. It never took me that much endurance to buff my pets before. 1/3 perhaps?

5. [u]Speed Boost Range Cut[u] It already roots, really, this is too much. Stop it already!

THE GOOD

1. [u]UI Changes[u]: Thank you, thank you, thank you, thank you....

2. [u]Mastermind Equipment Change[u] This is so much more expedient, and now a Mastermind is a little more able to deal with ambushes at the door of a mission when soloing. Thank you.


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Posted

What you are complaining about is already a known issue, per this post on 12/03 from Positron (found in the Dev Digest, BTW):

[ QUOTE ]
Hey everyone.

We’re aware that there is an issue with being able to select certain missions unless all of the team members are in the same zone. This affects any mission which can be accessed through the Flashback system, and any mission in a shared zone that is available only to Heroes or Villains. This behavior is not intended; it is a bug and we’re working to fix it. We apologize for the inconvenience it is causing.

I don't have an ETA on a fix, but I do know it is being worked on right now.

[/ QUOTE ]

So, yes, this is a bug, not a feature or deliberate change. Reporting it again doesn't hurt anything, but I just wanted to note they are already aware and are working on it.

Since a great many missions can be accessed thru Ouro, it affects most of our faves.


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Posted

[ QUOTE ]
What you are complaining about is already a known issue, per this post on 12/03 from Positron (found in the Dev Digest, BTW):

[ QUOTE ]
Hey everyone.

We’re aware that there is an issue with being able to select certain missions unless all of the team members are in the same zone. This affects any mission which can be accessed through the Flashback system, and any mission in a shared zone that is available only to Heroes or Villains. This behavior is not intended; it is a bug and we’re working to fix it. We apologize for the inconvenience it is causing.

I don't have an ETA on a fix, but I do know it is being worked on right now.

[/ QUOTE ]

So, yes, this is a bug, not a feature or deliberate change. Reporting it again doesn't hurt anything, but I just wanted to note they are already aware and are working on it.

Since a great many missions can be accessed thru Ouro, it affects most of our faves.

[/ QUOTE ]

Whew. It is good to know this is a bug and not intended, and will be fixed. Thank you for pointing this out.


Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes. - Sweet_Sarah
BOYCOTT NCSoft (on Facebook)
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Governments have fallen to the power of social media. Gaming companies can too.

 

Posted

[ QUOTE ]
Also, in realistic play, focused accuracy was almost a requirement against Cimerorans and Nemesis mobs.

[/ QUOTE ]

I'm a little late to the party here, but I just can't let this go by. If you need Focused Accuracy to fight Nemesis you're doing it wrong.

Like many enemy groups, you need to understand the function of each of its members. By taking out Nemesis in the proper order you can drastically reduce or completely eliminate the Vengeance problem.

In particular, you need to defeat the Nemesis lieutenants last. If their snipers are giving you trouble, hold or otherwise disable them but don't defeat them. Then whittle down their hit points all at the same time, rather than killing one after the other.

Yeah, that means actually paying attention to what you're doing, and not just madly destroying everything in your path. This is especially easy for Fire tanks, who can have three or four AoEs that can whittle down all the LTs at once.

If you're careful, you can often defeat all the LTs with one final AoE, leaving no one to receive the benefits of stacked Vengeance.

Anyway, the typical worst case result is one minion that no one can hit. It can't hurt anyone, so this is usually just an annoyance rather than any serious danger. And if nearby unengaged groups got the stacked Vengeance, just wait until it goes away.

You can't demand changes to the way powers work because you're not using the correct tactics. It's like demanding that all characters get Knockback protection because sorcerers have Hurricane and they keep healing and knocking everyone back. It's like Shakespeare said: "The first thing we do, let's kill all the sorcerers."


 

Posted

Plant Control -

1. Carrion Creepers - Damage and ACC enhancements do nothing when slotted. Procs from invention sets also do not work.

2. Fly Trap - The AI is still broken. The pet refuses to attack held foes and has a bug in it's attack chain that causes it freeze in place and only use it's roots power.


These problems have existed since plant control was put in the game. It would be nice if they were finally corrected.


 

Posted

I forgot to mention, I thought this was a very weak issue and made even lamer by not having any super costume pieces. But wait! We'll be able to get those sought after costume pieces with the Valkyrie pack! Oh yes! We can pay for them! Lucky us. So, after waiting 7 months for an issue we don't even get this extra little perk. Really weak.


 

Posted

This has been a long standing annoyance with me. Probably the only thing that drives me up the wall about the game, I can get past everything else one way or another. I'm an avid pet-class player, and I love the concept of the master mind. The pet commands themselves could use some work. My major peeve - 'Stay'. It seems when you set your pets to 'stay' what they really hear is 'run around like an idiot and try and get me killed.' So, I wish to offer a solution. One that should be quite easy to code.

Instead of stay, why not have a setup that fixes a few other problems as well? A melee/ranged/combination set. It'd be just like the 'aggressive' 'follow' etc sets you already have on pets, but a new catagory, flagging them to only use what you want them to. Melee of course would be great to set specific ninjas to, and you could have your Oni set to ranged so he can dole out those control powers like you want him to. You could keep your ranged thugs back to shoot as the fire support they're meant to be, and your front line brawly brute up front with his melee powers going full bore.

Zombies could be set to combination so you have a good cone attack going while a couple run ahead to take the brunt of the attack, and the robots could be kept from getting massively in the way of your teammates by staying on ranged attacks. Life would be so beautiful!

Ok, so I've suggested this change many times in game, and I always wonder if those are read. This is my first attempt at trying the forums. Thanks for your time.


 

Posted

Overall I13 has been great. Love a lot of the new features.
There have been an awful lot of glitches in this last update, though. The mission selection bug, several costume pieces, things that have been brought up already, and I agree they need fixing. Personally, I hate the new mastermind equip method because I actually took advantage of the fact that I could equip only one minion at a time, but I suppose I can learn to live with it.

Here's something I've noticed that I'm not sure anyone else has mentioned, though:

Flypose.
Ever since this wonderful set of emotes was introduced, being able to hurtle through the air with your mace or sword outstretched (especially with flypose2) was a welcome addition. It was fun to do, and it looked cool as all heck.
However, since I13 hit, hitting a weapon power while in flypose pops you out of the emote completely. Then if you try to flypose again, your weapon disappears. :^(
I realize this is a very minor issue, but it's something that brought a lot of joy to the game for me and others.
I still remember the first time I saw a tanker leap into the air, seem to fling his hammer skyward and off he flew... please take a look at flypose and make it work the way it did before.

On a related note, most standard emotes don't work immediately anymore. Typing regular old emotes like ;boombox or even ;wings pops your character into a neutral standing pose, and then you have to type the emote AGAIN to make it happen. There may have been a reason this change was made, but when I type an emote, it's because I want my character to do that action right away... not wait a few seconds so that I have to tell them to do it again.


 

Posted

My biggest issue with this ... issue ... is that now we can't choose many missions if everyone isn't in zone. I mean .. .what difference does it make if there is a mixed team in Cimerora and a hero chooses a HERO mission in another zone? Villain can't follow ANYWHO. Even if you're talking about those hero and villain missions in Cimeroroa they take you outside of the zone anyway.

It's retarded... please .. put the mission selection back to the way it was.



P.S. why does it only show 1 post for me?


 

Posted

[ QUOTE ]
2. Focused Accuracy: Nerfed too hard, without sufficient explaination. Either buff it, or reduce the endurance cost appropriate to the nerf.

[/ QUOTE ]

/signed.

Please revert FA back to pre-i13 values. There was nothing wrong with this power in PVE and there was no reason to change it. Poor accuracy and whiffing is enough in the early levels. When you hit the 41+ game, whiffing shouldn't continue. It is not fun.


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Posted

Small change that wasn't mentioned in the patch notes. Similar previous changes have usually made it into the patch notes, but this one didn't (although given the large amount of stuff missing from the the I13 patch notes, I'm not surprised):

The "Stop Mother Mayhem" (defeat-all, outdoor instanced, Waxachie Park train mission) mission from Maria Jenkins had a two-hour timer added to it.


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Posted

My 2 cents and this realllyyyyyyyy irritates me.

Auto contacts with story arcs. I really have enough to do with 5 accts and multiple toons, I do not need the added necessity of having to clear Daedalus, Mercedes Sheldon, Montague Castanella, and Percy Winkley ALL when I am levelling up a toon. Seriously, if I want these contacts I know when and where to get them.

Put FA back the way it was.

Put the LGTF back to 35+. Its not harming anyone that way, and it makes it more fun.

The recipe window is a pain now, please fix.

I am also in agreement about the mission selector. While I understand it is a bug and being worked on, according to the post up there, its been being worked on since 12/3. Its 1/6

Also granting of the freespecs. Hate to beat a dead horse, but once again they weren't announced, then they were announced (by Posi who said "get your old ones used by 12/21") and then it was given out 12/17. Unfortunately I did not check the forums on 12/15 when it was announced they'd be given out on 12/17 since I was under the assumption that the prior announcement (see here) regarding 12/21 was THE ANNOUNCEMENT. Could we maybe for I14 (if they are granted), get ONE simple notice? It would make life much easier for everyone....

Thats it, otherwise, I enjoyed the winter event and the rest of I13 is okay.


Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox

 

Posted

hope FA gets its fix before my acct expires


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

I have several issues with the new issue. First of all, a minor suggestion... Temporary powers earned by getting the combinations of Day Job badges are kind of useless. I had a base teleporter for 2 hours and never used it but when I wanted to use it after about 3 hours it was no longer available... Perhaps you can change these powers to earn usage rather than time allotments? Now for some problems in game play since the new issue: I really dislike not being able to set a mission until all teammates are in the zone with you. It bother me that when you click open windows your character can't move any rome. I made regular habit of walking around with windows up to check out my salvage and recipes and htings like that.


 

Posted

I miss my katies (and I think a whole lot of others do too) which have now completely died.

Katie should be the exception to the rule and grant rewards like it use to and not merits.

Seriously - Im sure the market wont crash with all the Trap of the Hunters and Pacing Turtles we end up selling


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Needlepoint and Hobbytex Champion 1984

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Posted

[ QUOTE ]
Katie should be the exception to the rule and grant rewards like it use to and not merits.

Seriously - Im sure the market wont crash with all the Trap of the Hunters and Pacing Turtles we end up selling

[/ QUOTE ]

/Agree as long as it's done for Cap also.


 

Posted

I completly agree, Im a 39 month vet myself and the nurfing has to stop somewhere. We all play this game to have fun, thats what " gaming " is all about. In the time Ive been playing, and i mostly play my toons on Unyielding ( heros side ) and the same on villians I may have gotten 4 purple drops on heroes and NONE on villians, whats up with that.


 

Posted

The merit system is broke, you can spend a few hours running a tf to get like 40-65 merit and then you can maybe buy what...a thunder strike recipe people are not going to play more to get more merits their just going to stop playing period.

Purple drops need to be moved into a class of absolutely incredibly extremely rare, I find it very hard to believe that u could ever purple out a toon by pve'n, of course you could farm to get money to pay for them but ever since the merit system was introduced the price of purples have gone through the roof last time I checked the main purples (ragnarok, Armageddon, apocalypse and hecatomb) were going for 75-100mill a piece which makes purpling out a toon seem impossible. The market is out of control.

PvP hasn't been balanced like its been flipped upside down turned around and had a big giant...well we wont go that far.
Diminished returns screws up everything, I'm not getting the resistance I should be getting or the rech that it says I have, suppression is a joke it needs to just be gone and pff was not fixed and defense based toons are out of control just go into a zone and count how many defense based toons there are that number=something is wrong. Containment for controllers is a joke now since players are only mezzed for like 2 seconds, defenders vigilance is pretty much roflmao and khelds are like a piece of gum that u have to scrape off the bottom of ur shoe. I wont say that veats are op actually I like them a lot they're what an epic at should be but c'mon heroes get Khelds......

This is all confirmed by the fact that this game is loosing money hence the strategy of coming out with a holiday promotion to lock people down for a year (pay us for a year now and we'll give u a couple months for free) not a bad idea but we know what it means.

OK that's my rant I'm done now thnx


 

Posted

Not sure if this is the right place to post but one thing I would like to see is a flag that lets people know when a team is looking for more to join the team. I think this would benefit everyone and cut down on headaches. i.e. When you type /search you can see a star on everyone that is a leader of a team and another mark to denote that they are seeking more to join.