Atomic_Woman

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  1. Quote:
    Originally Posted by UberGuy View Post
    It seems to me that some of the angst here is really about that team composition assumption. If a team that's not well-balanced comes along, they're going to have a potentially much harder time of it. Who's the baseline? Pretty clearly, the devs seem to be aiming for a high water mark on the performance scale. (Despite this, some players are still mowing their way through the Apex and Tin Mage TFs.) Also pretty clearly, setting the bar high in that way is not popular with everyone. Is that a problem? I don't know. I know I generally like what they're doing, because I'm in the high-performing group of players.
    I don't really think it's about the team composition, but about the individual characters/players themselves. I've done TFs on very lopsided teams and as long as the individual characters weren't built horribly (the mythical Emp Defender with all 4 travel powers, etc) they've always worked out in the end.

    8 Tanks? May not be the fastest TF but boy howdy nobody is gonna die.
    8 Controllers? You mean these guys aren't supposed to just stand there and die?
    8 Defenders? Oh man I can't see anything past my buff display!

    etc etc etc
  2. Quote:
    Originally Posted by Nethergoat View Post
    Even skipping over stalkers, it's a tough row to hoe compared to the other starting zones. That seems more likely to appeal to savvy vets like EG than to our ubiquitous friend the 'casual' gamer, or someone new to the game world.
    Tongue in cheek counterpoint: HALO and Call of Duty are really popular but I get my butt handed to me regularly even by the AI. Doesn't stop them from being massively played though.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    To some degree I actually agree with you. I like the original idea of Inf being whatever you want it to be (i.e. for Bruce Wayne it's dollars, for Superman it's actual Influence).
    Honestly I still consider it like that. Then again I ignore a lot of the lore for various reasons anyway.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    EDIT: For Villains it represents the same basic concept but is instead based on a complex system of favors, money and blackmail. For Praetorians it represents the Powers Division cross-training policy. Don't think to hard about why the tree markets are linked, however.
    Heroes are crooked, Powers Division is helping villains...
  4. I do have to admit that imagining Captain Dynamic running up to a hot dog stand and going "Gimme a dog with mustard and relish! (-5 Inf)" is causing me to giggle right now.

    e: From now on I am going to imagine inspirations as snacks. Blues are hot dogs, fuel for crime fighting. Reds are donuts, the sugar rush gets you pumped up for punching bad guys. Purples are sports drinks...
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    So what your basically saying is...It's fine for Inf to be meta-game when used for enhancements, IOs and marketing...and the suddenly not so for the Notices?

    That makes less than no sense whatsoever.
    Okay, let's revamp the entire system so that some things are 'bought' with Inf* and other stuff is bought with the new currency, Cash.

    The Well thing happens to be an example where the game mechanics and in-universe lore regarding Inf* just happen to match up.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    Uphill both ways, in the snow?
    Are you trying to make me feel old?
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    I simply cannot suspend my disbelief enough to accept "influence" being bid in a silent auction. This IS wrong, and if feels wrong.
    Since the auction house is pretty much as meta-gamey as the enhancement system I don't see an issue here.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    INF is money. It may not have been at one point, but with the advent of the Market, it became money. Trying to pretend it isn't is on the same level of wrong as the Church of Unitology continuously trying to pretend that the Markers aren't evil.
    Didn't we have this 'discussion' earlier in the thread? In game mechanics terms, yes, it's 'money'. In-universe, though, it's a measure of how much 'pull' you have. Whether it's fame, notoriety, information on the skeletons in everyone's closets, whatever. In-universe it's not money, it's a measure of power (for various definitions of power).

    Quote:
    Originally Posted by TonyV View Post
    I'm not being facetious when I say that I believe that refusing to team up long enough to get a Notice of the Well is absurd. That was precisely my point. It would take a couple of hours, frequently much less time. This is a MMORPG, whose genre is based on the concept of a lot of people playing a role-playing game together. It boggles my mind that some people expect to be able to get these rewards without ever teaming up, literally never.
    Since I am apparently one of those filthy powergamers (I don't feel I am but I have been labeled as such) I did a LGTF earlier this morning in 39 minutes. That was me, another 'powergamer' friend, 2 people I didn't know who I guess also count as 'powergamers' and 4 people that basically rode our coattails since we were doing a speed run anyway. I'm not saying every TF team is like that, but if you see something like "Speed LGTF lf4m" and can't devote 30-40 minutes to getting a Notice, well... have fun farming for a hundred hours for one?
  9. Quote:
    Originally Posted by Techbot Alpha View Post
    I use Rest as often as I need to, as often as it's recharged. Given the stupidly and arbitrarily long recharge put on it, however, I often find I have to wait around an assinine ammount of time just to get my health and endurance back.
    I remember when Rest was on a 10-minute timer...
  10. Quote:
    Originally Posted by Techbot Alpha View Post
    Right, we obviously have to revisit this.
    If Influence were treated as that, as influence in the in-game universe, why then does it decrease for things like tailoring? Why, as I put more meta-game slots in my powers, do I somehow become less influential?
    An influential person can ask for stuff and just get it. If Superman shows up at the Governor's office and asks for something, chances are it'll just be given to him. But as he asks for more and more things, people start to think 'why am I doing all this for him instead of him going out and doing it?' When Superman has asked the Governor for 20 yachts, the governor is likely to start considering saying 'no' to the 21st.

    e: Phrased better by Bosstone, above.
  11. Quote:
    Originally Posted by Diggis View Post
    Surely the baseline should be where MOST people want it (and looking at the responses in this thread you are NOT part of that) and those who want it harder can increase it. There are more in game options for increasing difficulty than there are for decreasing it.
    The people posting in this thread (heck, the people who use the forums at all) are not a representative sample of the entire playerbase. They never are, for any game.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    If you cannot condone allowing people to pick their own difficulty, from easy to hard, then you and I will never see eye to eye on anything.
    Is there a field agent guy in Nova Praetoria? I think Geko has a point in that a more challenging game tends to retain more players on average, but we have the ability to adjust mob numbers and levels for a reason. If (general) you find Praetorian mobs more difficult than 'old-style' ones, why not set your missions to -1x1? That should help a bit.

    And if there aren't any field agent NPCs in Praetoria (and probably specifically in Nova Praetoria) then there probably should be.
  13. Quote:
    Originally Posted by Aura_Familia View Post
    I too believe that it should. But not in the freaking first 20 levels of the game. Especially NOT in something new players are FORCED into.
    However, new players are not FORCED to play Stalkers as their first characters, and this ambush situation only applies to them (outside of reports of people getting 'triple ambushes' all at once, which I would consider/suspect to be bugs). If they choose any other AT then the fact that ambushes see through stealth is pretty much moot.

    So it's an issue, but it's not as large as one as you may think.
  14. Quote:
    Originally Posted by Bosstone View Post
    Edit: And player-targeted ambushes are stupid.
    I'm playing a Stalker through Praetoria now (my first Stalker, to boot). Without magic ambushes it would be trivial, since I just find the objective and stealth back out for most missions (granted, I'm trying to see as much of the Praetorian content as possible, so I'm deliberately not killing extra stuff).

    I can certainly see the argument that ambushes should be targeted at your last known location, but if that were the case then my ONLY challenge in Praetoria as a Stalker would be "Oh no, can I handle a boss and 2 minions at the same time?"

    It's not an easy choice to make. Either you give one AT what amounts to a free ride, or you unfairly handicap that AT in comparison to the rest in certain circumstances.
  15. Quote:
    Originally Posted by Eiko-chan View Post
    I don't consider "I get level 30, you get level 50" to be a fair and equitable distribution of interest catering.
    I don't consider the above post to be representative of any argument that's actually been put forward in this thread.
  16. Quote:
    Originally Posted by Toony View Post
    So why not program it so you cannot do both and can only craft once every 3 weeks instead of putting in badly?
    Dunno. It would make sense to have it set up that way, but according to Arcanaville it's not (currently). Who knows if that will change.
  17. Quote:
    Originally Posted by Sermon View Post
    I would prefer a lower cost with a cooldown. Maybe 24 incarnate salvage + 100 million inf on a 1 week cooldown.

    As is, this will be more useful to those who run TFs than those who don't.
    If it only cost 24 shards to convert to a Notice then I gaurantee you people are going to be doing that was well as the WTF, getting 2 shards per week. For high-activity players 24 shards is not a lot.
  18. Quote:
    Originally Posted by Arcanaville View Post
    You on the other hand always know how much you yourself got, and it will statistically often be near the average. So you will tend to get the average, and hear about everyone that gets more than you or a lot less. You'll tend to think most people either somewhat luckier than you or very unlucky.
    All of that is true, but when the same players consistently claim to be getting more shards than me, over a several-week period when we're both playing the same characters, it makes one think. Unless they're exaggerating/lying, I suppose, but I don't see why they would need/want to.

    In any case I wasn't claiming it to be fact, anyway. Like I said, nothing empirical, just anecdotal.
  19. Quote:
    Originally Posted by Eiko-chan View Post
    My Elec/Shield Brute is only getting about 1 an hour. She runs on x8. Elec/Shield should, on paper, be far more capable of blowing through x8 mobs than MA/SR.

    Would this discrepancy be entire explained by my penchant for not cherry-picking enemies, and just fighting whatever comes along instead of specifically seeking out only Freakshow/Council/other "simple" enemy groups?
    I know a couple players with Elec/Shield brutes and they can really be AOE beasts. I can't comment on your build, obviously, but I would think you could manage more than a shard an hour. I can generally do better than that on my MA/Inv (who I solo on +0x8, although I could probably do +1x8 without much problem other than going slower), and she has basically no AOE capability.

    That said, I have noticed that some characters seem to consistently get shards faster than others. I don't know if it's selection bias or a (reverse?) placebo effect on my part, but within the group of players that I team a lot with, there are a small handful who repeatedly will get 3, 4, 5 or more shards in the time it takes me to get 1 or 2. I have no empirical proof of this, but anecdotally it certainly seems repeatable.

    Edit: As far as the whole balancing WTF vs conversion recipe thing goes, I think there's room to adjust the current conversion rate (although how you measure what an 'average' earning rate for shards would be is another matter) but I think that at a minimum it should take twice as long doing that than doing the WTFs. If it takes 4 weeks to get 4 Notices via the WTF (in order to craft a Very Rare), then it should take at least 8 weeks to craft 4 Notices via simply 'farming' shards.

    IMO this disparity is needed for 2 reasons:

    - The conversion recipe isn't supposed to be as fast as doing WTFs, by design
    - It has to be slow enough that people who run a lot of TFs and can generate shards very quickly (or have hundreds saved up already) don't simply do the WTF and craft notices, getting around the WTF cooldown
  20. Quote:
    Originally Posted by LISAR View Post
    Every time someone complains about having to figure out new content I'm reminded of whenever a super team gets a new foe and gets wiped a few times and then goes "We've learned what's going on this is how we should use our abilities" and suddenly the blood bath is turned around and some subplot happens and then Robin and Starfire kiss.
    You take that back!
  21. Quote:
    Originally Posted by Toony View Post
    I think it's just an amount of how many people would find it tedious.

    I question the sanity of anyone who thinks grinding for 400 hours for ONE Notice isn't tedious.

    400 hours is more time than I have on ANY of my characters.
    I don't think anyone is saying that this conversion recipe isn't tedious. It's supposed to be tedious. Since they're, you know, trying to incentivize getting Notices by actually doing the WTF.
  22. Quote:
    Originally Posted by Twisted Toon View Post
    The claim that a TF is not 'solo friendly', is about an ingenious as the claim that standing on the surface of the sun is a tad warm.
    Exactly. So why is it an issue now, all of a sudden, while it hasn't been an issue for the last 6+ years?
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    Not being solo-friendly! = Forced teaming

    I think I may just go and smash my face in for a bit. It'll be easier than trying to get a point across in this thread.
    You and me both, bud. There's no 'forced teaming' required anyway (once this conversion recipe goes live, that is) so maybe if I bash my head in too I'll be able to understand why 'forced teaming' is even an issue.

    I'd agree that a lot of the Incarnate stuff isn't very 'solo friendly', but then again TFs have never been 'solo friendly' so I'm not sure why it would be an issue now but it never was in the past (at least, I never noticed it being one).
  24. Quote:
    Originally Posted by Forbin_Project View Post
    They've already done that more than once, and on two occassions they told us they were doing it. So the long inactive accounts aren't tying up any names.
    When you consider that any character over level 6 (if memory serves) is exempt from name purges, I suspect there are quite a lot of characters collecting dust and keeping names tied up.
  25. Quote:
    Originally Posted by MajorPrankster View Post
    The armchair developer brigade will continue to argue over every little thing that changes, just like the Trekkies argue over the best Captain of the Enterprise.
    Well, if you're limiting it to captains of the Enterprise then clearly the answer is Kirk.

    If you're just talking about captains in general, though, then The Sisko is going to give him a run for his money...

    /treknerd