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Quote:Obviously I can't give a definitive answer, but if the attitude of the people who want full access to IOs for free is any indication, the answer is very likely "YES".The question is would allowing full access to IOs hurt the sale of those items and would it cause numerous players to simply drop a full sub for good.
You've read the replies in this thread. If IOs were fully accessible for free, do you honestly think any of the people in favor of free IOs in this thread would ever give this game a single red cent? I'm thinking probably not.
It goes farther than that as well. If IOs were fully accessible for free, there would be very little incentive for ANYONE to spend money on the game, especially if you don't care about Incarnate content.
Free IO access is, in all seriousness, a bad thing for the long term survival of this game.
Game makes less money, we get less new stuff. We get less new stuff, more people leave. More people leave, game makes still less money. Eventually NCSoft will decide the game is costing more to run than the revenue it brings in justifies. Voila, they pull the plug on it, no more game.
It's simple business: Give away too much for free, and you run your business into the ground. And the devs are very aware that if someone is not willing to drop $2 on the game to get their IOs back, they probably aren't losing anything when that person chooses not to play. -
Quote:Question for you.IF i hadn't already been subbed long enough to already have them unlocked in the Paragon Rewards tree, i would have 1 valid character to play. Just the one. So in my mind, you are *not* keeping what you have already paid for.
If you are leasing a car and stop making your payments, do you get to keep it?
If you are renting an apartment and stop paying your rent, do you get to keep living there?
You did not BUY those characters....you were renting them. You have not in any way paid in full for those characters by having maintained a subscription in the past.
If you stop making your car payment or paying your rent, the dealership or landlord damn well will take your car back or kick you out. What Paragon Studios has done here is the equivalent of a landlord letting you stay in your apartment for free....but shutting off the cable and air conditioning. And he offered you a deal that lets you have those things on a conditional basis for a fee that was less than your rent used to be. -
Which is better:
Can't use IOs for free.
-or-
Can't play at all.
I fail to see the logic that says having to pay $15 a month to log into the game at all was a better arrangement than having to pay $10 for having your characters the way they were before for 5 months.
$10 is less than $75.......isn't it?
If all that is required for you to enjoy the game again is having your IOs, it will now cost you $24 a year to play the game.
As opposed to the $180 it would cost you prior to Freedom.
I really don't see a basis for complaint here. -
Also:
Not giving people access to IOs for free has a very valid reason for it.
Premium players above a certain tier DO have that access for free.
Freebies and Premium players who are below that tier do not.
Why is that?
IO access is arguably the most game-changing feature there is. If it were free, how many people would either cancel their subscription or simply play for free forever? I'm betting a significant amount would.
If a player is not interested in Incarnates, or does not have a level 50 to take advantage of it, having IO access for free would give them very little incentive to ever spend a dime on the game. If enough people decided to save their money because there was nothing they really wanted to spend it on, the game could potentially lose millions of dollars in revenue per quarter.
Why does that matter? Because NCSoft has proven in the past that they are not shy or hesitant about pulling the plug on games that are not making enough money for their liking. Just ask the players of Tabula Rasa and Auto Assault how their games are faring these days.
It sounds dumb and farfetched, but giving people IO access for free would actually be bad for the long term longevity of the game. If CoH ever drops below a certain threshold of revenue and remains there longer than a couple months, I have no doubt it will cease to exist shortly thereafter.
Making people pay for access to IOs is a good way to ensure that there will always be a reason for people to spend money on the game. A good number of former subscribers dropped to Premium because they got to keep the vast majority of the stuff they wanted to keep. IOs are something that most people who have them would like to keep access to (as this thread illustrates nicely). Not having to pay for them would inevitably lead to a much larger chunk of the playerbase ceasing to spend money on the game.
It is perfectly reasonable of the devs to not want to gamble on being able to crank out enough optional goodies that people will want to keep their game alive. In my opinion at least. -
Quote:If you spend a lump sum on points you can unlock the IO system a month at a time.Yes, that would be deciding that the game is worth returning to and worth spending $5 every two months for points for the IO license or for a VIP sub every month in the current situation.
Not being able to try out my unlocked characters as I used to play them considerably deters me from being able to make a proper decision to do so, especially with the default option being "go elsewhere" if I end up lacking sufficient information. Things they could do to improve that are mentioned here, but that doesn't solve anything right now and I doubt any staff are reading this topic anyway.
If you spend enough you can unlock it permanently.
Unlike the tokens given to VIP players, which are given on your billing date each month, tokens earned through buying points are given to you NOW. -
Quote:"Piercing" wasn't the property of a scalpel he was trying to reflect in his metaphor.I'm sorry to be 'that guy,' but are you trying to refer to a scalpel? It still seems like a somewhat odd component to this metaphor in tandem with your use of a 'hammer,' given that there's nothing particularly piercing about launching somebody across a room with blunt force, but I found it fairly distracting from your point nonetheless.
Scalpel was a metaphor for "precise".
I would have used a sniper rifle and a B-52 carpet bombing run if I were to make the same metaphor. -
Also, the cost of the renames is probably on the high side to discourage people from continually renaming characters that have been genericed.
Iron Man has been genericed. If renames were $1 a lot of people might take their genericed character and name him I'ron Man, then Ir'on Man, then Iro'n Man, etc.
Making renames expensive probably goes a long way toward cutting down how many times a GM has to keep genericing the same character. Spending $10 to get around a GM's decision is a lot more daunting than spending $1. -
Quote:Eh, I can't see it being too feasible to speed up a 2.33 second animation to fit a 1 second cast time power.Given edits they've made in the past, and the nature of animation, it is more than possible to slow down or speed up an animation. I don't buy that as an excuse, frankly. Seems like a waste, anyway, to have all that stuff and only some combinations useable...
A 1.67 second one? Sure, they've done that before. But there is likely a limit to how much they can speed up or slow down an animation. -
Quote:I do it the other way around.Could always burn 2 server transfer tokens to switch names.
- Take Bob, and pick a destination server.
- Make sure the name Bob is taken on the destination server.
- If the name Bob isn't taken, make a character with that name on the destination server. Alternatively, check a different server to see if it's taken there.
- Transfer Bob, get prompted for a rename.
- Re-name Bob something that you like that isn't taken on your original server.
- Transfer the re-named Bob back to the original server.
Not exactly efficient, but I rarely use those transfer tokens anyway.
I move the character I want to rename over to a different server and create a character with it's original name on the server I want it on. Then I transfer the original back and get to rename it because the name is taken now.
Serves a dual purpose.
1) I get to rename my character.
2) If I still like and want to reuse the original name, it's already placeheld in case I don't get back to it immediately. -
Quote:I think they were kind of limited by the variety of cast times in the various sets.Yeah, and the stupid thing? That they could have added ALL the variant blast animations to every set. Instead they stuck only one or two tops in each set. Which...kind of makes me wonder why they bothered in the first place, given they put in WAY less alternatives than they easily could have done.
Like if the cast time is between 1 second and 1.33 we can use this animation, between 1.67 and 2.03 we can use this one, and above 2.07 we can use this one.
But we can't use the 1 second animation for a 2.03 cast time power, because there would be a 1.03 second gap where the character is just standing there and can't do anything.
Similarly, they can't use the 2.07 second one for a power like Blaze, which has a 1 second cast time, because the animation is significantly longer than the amount of time the power takes.
That's probably how they planned it out. They had a selection of alternate animations and they matched them up by cast time. -
Quote:This.The -150 per stack limit was raised a while ago, to I think 1000 or something. So it's significantly less awful against AVs and above than it originally was.
It's actually a huge benefit against an AV or GM.
By lowering their max HP, you are also lowering the HP/Second of their regeneration. Just like how your HP per second regenerated goes up wen you use a power like Dull Pain, it goes down if you subtract from max HP.
For many characters, this is the only way available to affect a GM's regeneration rate. -
Thunderstrike is a single target ranged set.
Positron's Blast or the Blaster ATO will work for your Targeted AoEs.
If you have PBAoEs, I like Eradication for those.
As for my advice?
Any time someone tells you to reroll before you've even had a chance to experience the character in question: Ignore them.
They cannot possibly know if you will enjoy that character, and if you listen to them, you might miss out on the best playing experience you could have had by rerolling what would have been your main. -
Quote:Cynical much?I am sure they will get around to it in a timely fashion. The same way they have addressed other issues in a timely fashion.
Making certain that defiance 2.0 was a sufficient adjustment for blasters.
Addressing the problems in PvP 2.0 and making the frequent changes they promised.
Making adjustments to dual pistols.
Fixing shield charge.
Fixing Blessing of the Zypher.
Dealing with problems in the architect system that were pointed out pre launch all over the place.
Fixing the over nerf of energy melee.
I'm expecting the sets that lack a snipe to get their adjustment at the same time as the rest of the changes. After all, they are already tweaking things in the same area, so it just makes sense to do it then. -
Quote:I opted for soft-capped S/L defense and extremely high passive regeneration so I can click my heals as seldom as possible.I don't like the DPS hit you take from the activation time of all the clickies when trying to survive top end content. Particularly the ponderous animation of Shadow Meld.
And when those two things fail, I have perma-DP capability and a decent chunk of recharge. -
Quote:It generally IS followed.If that is always followed, then old sets will simply be left to die, because newer sets will be better built, have better animations and be of a far higher quality than the old junk.
You can make a car as shiny as you want on the outside. Doesn't matter none of the chassis is rusting through...
We got alternate animations for MA and SS, and alternate animations that were shared among all the blast sets for the most part.
In 8 years, what else have we gotten that was not just a replacement of an animation that didn't fit a revamp?
I can't think of anything else. In 8 years we got.....fewer than 30 alternate animations for existing sets, and they were all very recently. Doesn't necessarily mean we'll never see alternate animations for Broadsword, but I'm not going to hold my breath. -
So.....you want to level quickly by staying at level 3 the entire time?
You DO realize that as a Premium player you do not have access to anything at level 50 that makes skipping the entire game worthwhile......right?
Levels 1-49 is where 99.9% of the story progression is at.
And speaking for myself, if you PL yourself to 50 without ever having used a power beyond what you can have at level 8, I do not want you on my team.
Not elitism at all, I just expect my teammates to actually have some idea what their powers do before they fire them into a crowd of +3 enemies. -
Quote:This.It'd probably be more likely that a Fencing set is made than new animations from Broadsword.
It would take the exact same amount of time to create new animations for an existing set as it would to create a brand new set. This is because the vast majority of the time spent is in coding the animations, the people who actually come up with the powers and the numbers for them are a separate department. -
Quote:I put Shout at the end of my chain. It hits like a truck if you have some -res stacked on your target already.I really only use it to finish off targets after I know I've stacked up a nice juicy dose of -Resists on them.
I believe it actually hurts your DPS to work it into your chain, as the animation time limits the amount of -Res stacks you can achieve on a single target. I fill my gaps with Howl, as mentioned above.
Not great for DPS, but it's nice burst damage. -
Quote:Pretty much trying for an acceptable compromise.Just out if interest - if Brute damage is comparable to those of a Scrapper why do you feel that Brutes should have any surviability advantages?
Are you simply trying to come up with a compromise without annoying the Brute comunity?
Johnny and I are currently closer to being able to agree on this than we've ever been. Which is saying something considering how far we are from actually agreeing.
And if you really want to know what I think about it, I think Brutes should be below Scrapper damage but higher than Tanker damage, and below Tanker survivability but above Scrapper survivability.
In normal gameplay, Brutes are pretty comparable to Scrappers in both categories. The survivability advantage Brutes have in the absence of outside buffs comes purely from their higher HP.
I don't actually believe that Tankers need more damage. I'm simply trying for a compromise that has the end result of bringing the 4 melee ATs closer to being balanced.
Scrappers and Tankers have roughly 75% of each other's strong points. Tankers could use a slight adjustment to their damage scalar to put them closer to being at 75% of Scrapper damage, which is about where they should be given that Scrappers have 75% of Tanker survivability (actually slightly lower after Tankers got the HP buff)
Personally, I think Brutes should end up at about 80-85% of Scrapper damage, and 80-85% of Tanker survivability. Since they are supposedly meant to fall somewhere between the two.
I haven't mentioned Stalkers much because I think they are actually pretty close to where they should be after the recent buffs. -
Quote:I'm inclined to think that Katie Douglas is Praetorian Katie Hannon.And there are plenty of characters that don't have praetorian counterparts and vice versa. As far as we know, there's no Primal Katie Douglass or Nadia. Nor Praetorian Maria Jenkins or Blue Steel.
Her mother marrying and her taking on her stepfather's name could explain the difference in last name. They also bear a vague resemblance to each other.
Very plausible, but that doesn't necessarily mean it's true. -
Quote:S/L is always better for Regen.I'd suggest building for lots of def and recharge. Not sure if melee def or s/l/e/n would be the best way to go for a Spines type.
Regen gets no debuff resistance, and most defense debuffs come from lethal attacks. If you slot for melee any enemy with a machine gun will strip your defense away pretty quick. -
Quote:If the only sets you can say it kills slower than are Fire Blast and Assault Rifle, I'd say it's doing just fine on the second part.There are only 2 things that any set does that actually matter. Killing the enemies and keeping you alive. Water blast keeps you alive a little better but not nearly enough to make up for its deficit in killing enemies.
"Not as good as Fire Blast" doesn't mean a set is underperforming. -
Quote:The only thing I really want to see is the resistance cap lowered to 85%.BRUTES ARE NOT OVERPOWERED...in 99.9999999999999999999999999999% of gameplay...and for that 0.000000000000000000000000000000000000001% that they are...so is everyone else...so it's all proportional anyway...
Stop talking about nerfing something that isn't damn well broken!
The damage isn't incredibly out of line, and in normal gameplay Brute damage is comparable to Scrapper damage.
Tankers getting a little more damage wouldn't break things, and Brutes being a little less tough wouldn't break them either. I still think increasing the Tanker damage scalar would be more beneficial to more players than a damage cap increase, as you wouldn't have to already be at the bleeding edge of performance to notice an improvement.
And the devs were already going to reduce Brute resistance to 85%. I'm sure outcry from the Brute players stayed their hand in that regard. It's not like it's an arbitrary amount either, EATs are already at 85%. Perhaps Tankers being the only AT able to reach 90% resistance would help make them feel a little more special, and strengthen their position as the toughest things in the game (since you can't really make them much tougher, the only realistic option is to reduce the max potential of their only challenger for the title)
Scrappers are fine as they are. My reason for suggesting their resistance cap be increased to 80% was assuming Tankers got a significant damage cap increase. If that doesn't happen, Scrappers don't need their resistances increased either. My reasoning is that Scrappers and Tanks are the only ones of the melee ATs that are visibly in balance with each other. Scrappers get 75% of Tanker survivability, and Tankers should have 75% of scrapper damage (which would work out to something like 80% of Brute damage). In order to make that balance point work, Tankers should get a damage scalar increase to .85 from their current .8. They would deal slightly more damage both at their cap, and in general gameplay. I would not argue with a damage cap increase to 450% from their current 400% either. That would put their damage for my hypothetical 100 damage attack at 462.
So, my revision is:
Scrappers unchanged
Brute resistance cap reduction to 85%, no other change.
Tanker damage scalar to .85, damage cap to 450%, no other change.
Stalkers unchanged. -
Quote:I don't think I don't deserve to have rights.So you don't think you ought to have any rights just because you're in a game world?
That's an interesting point of view which I don't share.
But I also don't think I have the right to use an intellectual property I don't own inside a video game I don't own. Especially when I have been informed I'm not allowed to do that, and agree not to every time I log in.
There is a big difference between believing you have the right to do something, and doing it anyway after you've agreed not to.
Same thing as getting upset for being kicked out of a restaurant for lighting up a cigarette at your table when the restaurant has "No Smoking" signs everywhere.
Just because you want to do something doesn't mean you have the right to do it.
Quote:What if your actual real life name is Josef Stalin, Michael Jackson, or Barack Obama? And the character you create is suppose to be yourself with your own name?
(Steve Rogers is the real name of Captain America) -
Quote:The range is definitely getting increased, they've confirmed that much.With the changes coming to blast sets, that range may be getting increased, but the animation time almost certainly won't be reduced. FWIW
I wouldn't bet on the animation time not getting reduced. Since Sonic doesn't have a snipe power, they're looking for a way to improve it. Reducing Shout's cast time would be the easiest way to immediately improve the set's damage output.
If you look at Shout, fully half of it's cast time is spent sort of crouched over like you're out of breath. They could remove that delay and end the cast time as soon as the projectile leaves without too much trouble.