Biowraith

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  1. Quote:
    Originally Posted by Master Zaprobo View Post
    One that I've found living in the USA that they're not aware of...

    Cheers = Thanks

    ... I get the strangest looks at the store - "cheers" is not just for drinking
    Oddly enough I barely use "cheers" in that context at all in the real world, but I use it frequently in MMOs. Didn't occur to me I might be confusing the natives.


    Quote:
    Originally Posted by Zwillinger View Post
    One word...

    Chavs.

    <3
    Or if you head north a bit, Neds (though alas, Chavs is becoming fairly widely used here too, our culture is being destroyed!).
  2. Quote:
    Originally Posted by 15bribri15 View Post
    getting rid of crowd control
    Blasphemy!
  3. Off the top of my head there's:

    Pants
    Biscuit

    The others I can think of are perhaps veering away from keeping it clean (not sure how strict the moderation would be).
  4. For me it depends on the nature of the journey and what's waiting for me at the destination (which in an MMO tends to be a new journey). Some journeys are inherently fun and enjoyable and become the reason I'm playing. Others are a tedious chore that I'm only enduring because the destination is just that appealing. And of course, sometimes the journey is a tedious chore *and* the destination isn't that appealing, so I bypass completely if possible.

    Examples of what I mean:

    So long as I run it all teamed, I enjoy the combat and pace of levelling in this game. Even the pre-20 levels. I like going into a mission and bashing heads, the variation of which character/build I'm using, who I've ended up teamed with this time, and so on. There's relatively frequent sub-destinations along the way (i.e. new powers and slots) that mean I'm not usually thinking about the ultimate destination of reaching 50. That there's all the IO'ing out (which you can do earlier, but I tend to leave until 47+) and now incarnate stuff waiting at 50 is great, and I thoroughly enjoy that too once I get a character there, but I'd be enjoying the 1-49.99 game even if the 50 stuff wasn't there (as evidenced by the fact I did enjoy it before IOs etc were added). If you gave me a button to insta-level to 50 I'd not use it.

    I'm actually at the point now where I have enough characters at 50, and such a wide stable of alts, that I can happily log a non-50 char in for a few missions with almost no thought of even getting the next power, much less getting to 50. And to be honest, there wasn't ever a time that I wanted to get to 50 just for the sake of getting to 50 - it was never a destination in its own right, only in terms of what there was to do once I got there.

    But sometimes the journey sucks. Unlocking Viridian's arc for example. The destination is cool, it's a fun arc and I enjoyed it once I unlocked it. But the journey to get there was just a tedious grind and I hated it. Yet I endured it to play the arc. To be honest, I'm undecided as to whether it was worth it - I've not unlocked it again on any new chars I've gotten into range so far. If I could skip the "journey" on that one, I'd unlock and run it on a lot more of my characters.

    And then there's things like the old zookeeper badge, or the old healing one, where the journey was pretty much the opposite of enjoyable for me, *and* I didn't much care about the destination. So I never even tried to get them, even now that the requirements are more reasonable.


    Now as to the wording of the question, "that the game should be about the journey" the way I interpret that, I strongly believe so. I hate when game designers decide we need to slog through tedium to finally get to the fun part - where the destination may be awesome, but only once you've undergone a test of endurance/tolerance to get there. If the journey isn't enjoyable then I'll probably not try to reach the destination (and if I do, even if the destination turns out to have been worth it, I'll still resent whoever designed it that way).
  5. I enjoy it on single target attacks, and on Nova. On AoEs and other PBAoEs I'm conflicted - one part of me takes a certain amount of glee at sending everything flying like that, while another part is irked that the followup AoE isn't going to be as effective now that the spawn is scattered (and lining up so terrain and angle mitigates the scatter is detrimental to the glee aspect).

    Oddly, it doesn't bother me quite as much on my melee characters.
  6. Quote:
    Originally Posted by Tired Angel View Post
    There is also meant to be the unofficial "EU" server on the NA list but can't remember which one that is!
    Back at launch it was Victory and/or Guardian (I vaguely recall opinions being divided - I rolled Victory and there were certainly plenty of EU players and SGs there). But these days I'm not sure there really is one anymore, not in practical terms - population is just too small, at least outside of US peak times (i.e. during EU peak times). You'd probably find as many or more EU players by just going to the high pop servers like Freedom and Virtue.


    With regards the thread topic, I might roll an alt or two on Union or Defiant, just to see what it's like in terms of population size and activity on a server actually intended for my timezone. But since I have more alts than I have time to play already I'm not sure how active I'd be over there.
  7. Quote:
    Originally Posted by Beastyle View Post
    What would YOU do if you had a three werewolf moon shirt?
    I'd re-start the yo-yo melee thread and watch as it was immediately taken on as number one priority by the dev team, hotfixed into the game in the time it took for me to start up the launcher (though my copy of the game would not require patching). It would turn out to be the most awesome melee set ever, overshadowing all other melee sets, any everyone would be so grateful that there'd not be a single request for nerfs.

    I'd then get started on eating the life-time supply of cheesecake I'd won in a random prize draw, and not get fat at all.
  8. I'm maybe a bit more encouraged to play my 50s, rather than pressured. Before they were characters I enjoyed playing (or they'd not have reached 50), but there wasn't much further progress to be made on them so they tended to fall to the wayside in favour of characters I also enjoyed but still had levels to gain. Now there's further progression to make, so I bring the 50s out more often. And yeah, when I19-19.5 came out I tended to play them almost to the exclusion of all else to get those shards and notices, but now that I have those on my absolute favourite 50s I'm not quite so focused on that area.

    With regards finding teams for my lowbies, I'm not finding things too much different. At the times I play redside has always been close to dead, while goldside was much the same after the initial GR release surge (the people that *are* around goldside now seem to be mostly soloers, with the rest sticking to small private groups). Blueside, eh, still teams going and still non-WTF activities being advertised. Possibly less than before, but not such that I notice much impact, at least on the busier servers (I gave up actively looking for/forming non-TF pugs on Victory years ago).

    So yeah, I'm playing my 50s more, but more through encouragement than outright pressure, and I'm not experiencing any big changes in availability of lowbie teams.
  9. There's a few that can slot all 10.
    One example that doesn't have to opt for a power's secondary effect anywhere (e.g. stun in Fissure - my first thought was Plant/Earth Dominator) is Sonic/Mental/Mu Blaster:

    Ranged - Shriek, Scream, Howl, Subdual
    Immob - Subdual, Electric Fences
    Targeted AoE - Howl, Shockwave, Psychic Scream, Static Discharge
    Melee - Mind Probe, Telekinetic Thrust
    Sleep - Siren's Song
    Stun - Screech
    Confuse - World of Confusion
    PBAoE - Dreadful Wail, Psychic Shockwave
    Pet - Summon Adept
    Hold - Electric Shackles
  10. Quote:
    Originally Posted by Dispari View Post
    IMO "something should be done" about Voltiac Sentinel and Gun Drone first. Having to recast a pet every minute or two is just a pointless time waster.
    Definitely. Especially with the cast time on Gun Drone - I wouldn't mind the shortish duration quite so much if it were more along the lines of FFG for summoning, but at the current (interruptible) cast time I'd expect about triple the duration.
  11. Sure, if you prefer to team.
  12. As much as I'd like to play CoX at work, the PCs are too crappy and even if they weren't IT has user rights and internet access severely restricted, so I doubt I'd get it running even if the pcs could handle it. I can't even get on the forums at work.

    I do however play Dwarf Fortress at work since it doesn't need "installed", nor a net connection
  13. Yeah, I was gonna add a sentence about Range, but figured it's more another "nice bonus" aspect - great if you're going that route anyway - rather than a reason to pick Cardiac in the first place.
  14. Quote:
    Originally Posted by Black_Aftermath View Post
    Should I weigh the Resistance from cardiac more heavily?
    I went Cardiac on my Crab after picking up a couple extra leadership toggles to fill the powerslots left when Fitness went inherent - the extra toggles tipped me over from manageable endurance to having to pop blues regularly. Cardiac cleared that right up - with the t3 I can run flat out without ever really having to pay attention to my blue bar.

    The resistance boost, eh, didn't really make much difference. I mean it's better than not having it, but even with the t4 the extra enhancement only translates to 5-6% more resists on a Crab. It makes even less difference on the other VEATs who have less (or non-existent) base resist values to enhance. I just view it as a nice bonus, but if I didn't need the endurance reduction it'd not be enough to get me to choose Cardiac over the other options.

    If endurance isn't an issue for you then Spiritual should work out nicely - Crabs have plenty moderate-to-long recharge powers that can benefit. Although if you've already got the big powers at the ED recharge cap, and have lots of global recharge from sets, you may get more mileage from Musculature.
  15. Biowraith

    Flags

    I'll set the flags when I'm looking for a team, but I'm under no illusions that it really makes much difference anymore, people setting and searching on the flags appear to be very much in the minority.

    I do wish people used the flags more often - I'd be a lot more inclined to start my own teams if I didn't have to send out tells to the entire list of unteamed players in order to find out which ones want to team.
  16. For my Mercs/Traps I found slotting Lady Grey proc and Achilles Heel proc in both Soldiers and Spec Ops made a noticeable difference to kill speeds; if you're only putting them in one of the above, I'd go for Soldiers - they may get slightly reduced values due to their relative level, but they get more attacks that it can proc from, including a cone. I frankenslot the rest of their slots for accuracy, damage, and a bit of end reduction (at 50: 2 acc/dam, 1 acc/dam/end, 1 dam/end) - I think only the Commando really needs the end reduction, but that's my standard MM pet slotting.

    Picking up the Medicine Pool and Provoke helped smooth things over in the survival department too.

    Other than that I'm mostly just looking to get lots of recharge to throw out as much of the awesome that is Traps as possible.
  17. Used surveillance on hami while pylons were up, no negative modifiers to any of his stats at all (including perception and range).
  18. The explanation I was given by one team leader was the pylons reduce Hami's range (it wasn't clear whether they meant attack range or perception/aggro range, and I didn't ask). No idea whether there's actually any truth to that, but the rest of the team seemed to agree.
  19. It can be coloured. Mine is dark blue and fuschia.
  20. Quote:
    Originally Posted by Toony View Post
    Main difference is that IO's are not the next evolution of my characters and the next way of leveling my character up and doesn't have content designed around it and could still be bought at the AH.
    That wasn't the main difference for me (because they were the next evolution of my character, at the time), rather it was that I could also just buy the rare IOs with inf on the market (same with HOs, though that was less viable pre-market). While still high, the inf prices players were/are setting for them tended to be a lot quicker to attain than the merit requirements were (same goes for A-Merits vs Purple IOs, and even the 2bil priced PvP IOs).

    I'd suggest making the Notices trade/sellable, but I really don't see the devs going for that one at all.
  21. Quote:
    Originally Posted by UberGuy View Post
    Just because they can't do it now doesn't mean they can't add it, but adding it may not take trivial time. If it did, I bet we'd have it already.
    I'm not sure the other systems it could be applied to have as strong a motivation on the devs' part to limit rate of acquisition, but you could well be correct. To my layman's mind it'd be a case of having both recipe and WTF completion both set and check the same no-more-this-week flag, but I know it's rarely as simple as that in practice.

    But as with all suggestions I'm just throwing it out there without worrying about what's involved to implement as that's not something any of us can really judge with accuracy - if it requires too much work/resources then fair enough, if not it seems a good solution to me.
  22. Quote:
    Originally Posted by Atomic_Woman View Post
    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.
    While I'd personally put it to nearer 30-40 shards, one solution to the above is put it on a shared cooldown with the WTF - you can get a Notice from the WTF *or* the recipe each week, but not both.

    Still takes a good 10+ times as long (in-game) to get a Notice from soloing the recipe (and about 4-5 times as long running random non-WTF tfs) so the WTF remains by far the easiest and fastest option for those willing to do it, and nobody is getting it faster than they do just now.
  23. Quote:
    Originally Posted by TonyV View Post
    This is a major attitude problem: Some people keep thinking that this is a "stick" and it's not. They're so bothered because the devs aren't specifically catering to them enough that they've lost all perspective on the difference between reward and punishment.

    Do you want to know what a "stick" would be? This would be a "stick":



    See the difference? I'm so tired of a tiny vocal group of people presenting this new issue as some kind of punishment for them. Under their logic, every single issue would be considered punishment by someone.
    Actual technical "stick" or not, that's how it is and will be perceived, and most people will react accordingly. You're not going to change attitudes as it's pretty engrained into human nature, so you can either work with/around it, or try to ignore it.

    If I were a soloer (I'm not - even if teaming got you the notice 10% slower, I'd still go the teaming route) I'd see the current requirements as a stick in that it's gone so far beyond what I'd look at as a reasonable amount of time/effort that it's now driving me away from trying to achieve it via solo play. It represents a massive amount of grinding which for many players translates to tedium - and tedium is a psychological stick (people usually try to avoid it if they can), even if it's not changing your stats or whatever.
  24. Quote:
    Originally Posted by Atomic_Woman View Post
    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.
    As I think the PvP zones (among others) have shown, this approach won't actually get anyone who really doesn't want to do the WTFs to go ahead and do the WTFs anyway.

    That's not to say making it significantly easier/faster to acquire via teaming won't encourage teaming, but it'll only encourage it among those who were willing to try either method, and so it's only effective up to a point. The ones who just *hate* teaming (or, hate tfs) won't switch no matter how much carrot you use to draw them to the WTF, nor how much stick you use to drive them from soloing.

    e.g. The difference in xp gain between solo and team is enough to encourage teaming among a large proportion (the majority?) of the playerbase, but the rate of xp for a soloer is not so harsh that the soloers get discouraged and unhappy, so there it works out nicely. But if you made soloing take around 50 hours per level, you'd find the dedicated soloers wouldn't all flock to teaming, they'd just quit the game instead.

    There comes a point though when you've got everyone that was going to switch to switch, and any further "incentives", especially in the stick area, will just make those who don't want to switch unhappy. In the case of the notices, the massive disparity in time/effort required would appear to be one of those times - anyone who was going to be encouraged to run WTFs would be just as encouraged at much lower levels, so the only added value here is making a portion of the playerbase unhappy.

    (in short, I agree with making teaming an easier/faster route, but I think they have gone overboard on just how slow and daunting they've made the soloing route)
  25. Quote:
    Originally Posted by Ammon View Post
    Do fifty mobs with Confuse and without, and the group without get more XP. Period. Fact. Unarguable.
    This is the same kind of thinking that causes some players to insist on fighting +4s even when their team clearly isn't equipped to handle them. They take forever to kill a spawn, the team keeps dying, but when that +4 is finally defeated the XP is more than if it'd been a more manageable +2.

    What these players (apparently) have trouble grasping is that XP per kill is not what's important, at least not from the point of view of progressing in the game. What's important is XP per unit of time. The aforementioned team would get less XP per kill on the +2s, but faster kill speed and less debt would mean they'd get more XP over time. Similarly Confuse, especially with its mob-damage-counts-for-less mechanic, will on average result in an increase in XP over time - the mobs die faster, and give more xp per point of damage dealt by the player (i.e. less effort expended for the each point of xp).

    Sure, those fifty mobs give less xp when they're defeated with confuse, but they're also defeated faster, and there's fifty more mobs available to kill right around the corner (or in the next mission, next TF, or out in the streets). While confuseless team is still working on their higher XP for killing the first fifty mobs, confuse team is half way through killing mobs fifty-one to one hundred. If you don't want to move on and fight mobs fifty-one to one hundred that's your choice, not a failure of Confuse (and even factoring those situations in, the argument has generally been that *on average* Confuse increases XP gain - that allows for there being situations where it doesn't, it's just that the situations where it does come into play more often for more people).