-
Posts
771 -
Joined
-
Quote:Respec trials come up so often because they do their best to keep the red and blue WSTs "equivalent" to each other. With villains having so few WST options, any given SF or trial is going to come up a lot (especially with the three different versions of each respec trial counting as separate WSTs). And when that's a treespec, blueside gets Terra Volta.I can confirm this, we noticed it last night when we ran the trial. With how easy, albeit extremely tedious, the trial is it's no big deal however.
Does anyone else think that the WTF rotation is badly screwed up? We get respecs FAR more often than anything else, and they're among the worst designed TF's in the game, at least blueside. The treespec's just fine, the TV respec sucks badly. Why do we always get at least one, frequently two of them per month???
Again. -
Quote:SPOILER ALERT:Because NCsoft totally didn't do everything short of plasting it on our bedroom walls for about 3 months. Let's not forget countless upon countless of threads that still pop up about this with no spoiler tags. This is the CoH equivalent of Darth Vader being Luke's father.
I was making a funny. -
Statesman DIES?
Thanks for ruining it for me. Jerk. -
tl;dr: A checkbox on the LFG tab allowing a player to choose whether they want the "first available" team, or whether they'd rather wait for a full one.
My Case For It:
The Team-Up Teleporter/LFG tab is one of those things that's a great idea, but just a hair shy of really being good for anything. Would most DFB runs really be any different if it started through a regular contact who sent the group to a regular door? Either way, formation of ninety-plus percent of them would still be exactly the same: Whoever's starting it spams Broadcast and any applicable global channels until they've got a full team, then they start. Kinda makes the "queue" part worthless, for both the people on the team and anyone waiting in the queue who just got bypassed by a pre-formed team. Your best option is still to stand around Atlas and wait for one to form.
And there's a lot to be said for running most trials and TFs with a full team. More support/damage, better XP, tougher spawns, whatever.
I've run Drowning in Blood twice now. The first time, I used the LFG tab and, after about five minutes, I got the prompt that the trial was ready. Clicked the green button, and so did two other people. One didn't, so we wen't back into the queue and continued to wait, because even a single person declining meant we were under the minimum required for the trial. A few miniutes later, I was placed in the trial with three other people. We made it to the end, then team-wiped twice before it became clear we weren't going to win and people started dropping out. The second time, I joined a pre-formed team in Atlas Park. Eight people altogether. We pretty much steamrolled it, though the bosses were still fairly challenging.
The point is, with the queue sending us in with the minimum number of players, it was a failure. When we basically bypassed the queuing system by pre-forming with the maximum number of players, it was a success. Does this mean every minimum-sized team is going to fail? Of course not. But it's certainly more likely than on a full team.
Letting us actually go do things while we're in the queue is a good start. The next step is to not make queuing obviously worse than pre-forming, even for pick-up groups.
So here's what I propose: A checkbox on the LFG tab allowing a player to choose whether they want the "first available" team, or whether they'd rather wait for a full one. -
Didn't one of the devs say a while back that we could probably expect any of the new Tsoo pieces that would work for players to eventually be available in a costume pack similar to the Circle of Thorns one? I swear I remember someone saying that.
-
I'd like this too, though I'd point out that it would have to be two bars: one for Physical and one for Psychic IXP. Even if it replaced the normal XP bar altogether, some characters (brutes and dominators) would have five different bars on their UI.
As a workaround, as soon as one of my characters hits 50, I /bind i "toggle Incarnate" to make it less of a pain to get to that all-important Incarnate window. -
Quote:theres prolly several things
A) poeple are still too used to preformed teams
b) people dont know that you can queue in instances now
c) nobody trusts the avg wait times because they are highly skewed by poeple who participate in choice A and queue for <1 secQuote:I'd like to disagree with "A". I believe people prefer making preformed teams, and closed teams for that matter.
I've run DiB twice now. The first time, I used the LFG tab and, after about ten minutes or so, was placed in the trial with three other people. We made it to the end, then team-wiped twice before it became clear we weren't going to win and people started dropping out.
The second time, I joined a pre-formed team in Atlas Park. Eight people altogether. We pretty much steamrolled it, though the bosses were still fairly challenging.
The point is, with the queue sending us in with the minimum number of players, it was a failure. When we basically bypassed the queuing system by pre-forming with the maximum number of players, it was a success. As much as I love the idea of the LFG tab and want it to be a feature I use all the time, until something is done* to make queuing up a more attractive option than pre-forming, it's going to at best be something I turn on when I'm playing with no particular agenda, say running tips or something, and I think I wouldn't mind doing this trial or that task force. If I logged on with the intention of doing a Numina TF or a DiB trial specifically, then I'm going to opt for the pre-formed team every single time.
*Off the top of my head, I'm thinking add an option to let a player specify whether they'd rather take the "first available" team or wait until there are enough people in the queue that a full-sized one can be assembled. -
-
It's a nice option to have, but it still means not being able to see Lady Jane's health when she charges headfirst into a dozen CoT at a time, because it'll all be obscured by their health bars... I just don't understand why escorted NPCs don't get added to your team automatically. It should have happened years ago, and if there's some inherent coding limitation preventing a team of more than eight that simply can't be gotten past, the introduction of leagues presented another option. Or they could at least give us a "Pets" window for them.
-
I'd be happy with just being able to see the NPC's friggin' health bar without having to click on them. Add them to the team window so I can see when they're in trouble!
Maybe an indicator on the compass, too, similar to the "team leader" star.
Or! OR!
Bring back the old "my mentor is getting too far away" thought balloons. "Lady Jane is in trouble! I'd better help her!" when she hits 50% health or her threat level goes past a certain threshold or something.
I wouldn't mind seeing a setup almost identical to the old distance-triggered sidekick-warning balloons for non-combative NPCs, too, so I don't leave them in the dust. If the first one could also trigger the activation of a Sprint power in the NPC, too, all the better. Seriously, can't they at least try to keep up? -
To be fair, all it said was that they're not launching "with" I22. I haven't seen any confirmation that Staff isn't coming this month. So unless I missed something, all we know for sure is:
- Staff Fighting isn't part of I22 and never has been. (Because it's a purchasable, you-can-only-use-it-if-you-buy-it-from-the-market powerset and not part of any specific issue any more than Titan Weapons or Street Justice were.)
- It wasn't mentioned one way or another in War Witch's letter in which she outlined, in somewhat vague and non-specific terms, the planned releases for March.
-
-
Creating free accounts and the /friend command are both viable workarounds. But a workaround is not the same thing as a solution.
I really wish they'd move it back to the character-select screen instead of (or in addition to) the character creator. To me it falls under the same heading as the (very, VERY welcome) ability to adjust graphics settings from the login screen coming in I22.
I don't know if that was ever an officially-stated reason, but that's what I heard, too (I actually heard the intent was to allow "Evil" or "Dark"). Pre-CoV, the limit was 15 letters. When CoV launched, it was upped to 20. Which naturally means I come up with an awesome name with 21 or 22 letters once a month or so. -
-
-
Quote:I did, just not in this thread.I'm kind of amazed no one has zero'ed in on this chunk yet. Confirmation Beast is coming this month.
We "know" (and I use quotation marks there for a reason) it's coming before Beast. So I'm guessing we'll have it for Double XP Weekend. That's assuming, of course, that the order War Witch gave us is the exact order on the schedule (and it very well may not be). That puts Beast as releasing on the 20th. Staff may not technically be part of I22, but I wouldn't be at all surprised to see it for sale the same day. Or maybe a week later. -
I'm starting to think they should just replace the entire "Player Questions" forum with a redirect to the wiki.
-
I'm not sure about Jail Bird offhand. But there is still a way to get Isolator: Ouroboros. The initial "tutorial" arc for that (from Mender Whatshisname right in front of the portal) sends you back to a modified version of Outbreak -- complete with exemping you to level 1. Supposedly there's also a single Infected (EDIT: Not Infected, Contaminated. The Infected are all over Mercy Island and are a different group altogether) that spawns once an hour in one of the PvP zones that you could farm, too, but I recommend the Ouroboros method.
-
Quote:It's hard to hold any specific dates to this, but based on War Witch'sI really, REALLY, hope that new powersets are released before March 16th. Otherwise I will have nothing new worth playing for double XP. And I am betting that I am not the only veteran that feels that way.
"Producer's Letter" today, it looks to me like we might at least have Staff Fighting by then.
Quote:I don’t want to be too sales-y on this, but since we’re talking about the Paragon Market, it’s kind of a given. March is going to have some cool stuff so l’ll break it down briefly. There’s the Flying Disc which is a fun temp power that allows you to, well, toss a disc back and forth. Just in time for St. Patrick’s Day, there is a Leprechaun pet that follows you about spreading the luck of the Irish, a rainbow, a few four-leaf clovers, and a nice buff. But I’m sure all you Masterminds are just waiting on the Beast Mastery Power Set, which will include the ability to master the wolves of the wild to enforce your bidding. Finally, we round out the month with the final chapter of the Signature Story Arc in the Who Will Die series. With so many twists and turns so far, what could possibly be left to reveal? You’ll see.
Quote:I wouldn't really mind if they came ASAP either. But think of it this way: There's only 10 days between I22 and 2xp. If those powersets were "ready" enough to hit before March 16th then they'd likely be ready enough to just be included with I22. Based on that simple logic it would seem that those powersets probably need at least 2-4 more weeks after I22. -
I don't particularly want a sash.
That said, I also don't not want one, and since it's been requested over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over on a near-constant basis for the last seven years or so, I don't understand why we still don't have one. Seriously, devs, what gives? The people obviously want a sash, and it's so simple there's no good reason at all not to cough it up already. I promise it'll sell better than a Pilgrim hat or fireman's helmet, at any rate. -
I'm still not entirely sure I understand the justification for Focus and Shockwave with standard claws. It sort of makes sense using the Vanguard models, but with what basically amounts to knives....
It's always been one of those things I just sort of accepted and tried not to think too hard about. -
To combine suggestions from the last two posts -- what about assigning "falling" damage to enemies based on knockback distance?
-
Quote:As would I, in your position. Don't blame you at all.To put it diplomatically, a per-character-costume-unlock via a Paragon Market purchase is not on any plan or schedule. If it did come up in any meeting, I would silently deep-six it underneath other desired features, items or services.
I've purchased three extra costume slots on the market previously (and all at full price), so every one of my characters starts out with four. Even though I don't always use all four right away, I still feel the price is pretty reasonable, since, for me and my forty characters anyway, they break down to a quarter apiece. That's pretty good, I think. I'll likely never buy slots #9 and #10 personally, because I'll likely never feel like I need more than eight slots at level 50, but if I ever decide to, I'll happily fork over 800 points to do it. If I happen to catch a sale and they're only 600 at the time, hey, even better.
Regarding the Imperial Dynasty set being unfinished... eh. If it hadn't been released, there would be people complaining about how there was nothing new on the market this week, or Paragon would have had to push something else out the door before they were ready to. We got some new stuff, and we'll be getting more to go with it soon, so I'll take that. Enough to play with now, and a few more to round it all out later. Sure, I'd have preferred to get it all at once, but if this is the best they can do, it's good enough for me, especially since we have a semi-firm date for when we'll see the rest. The devs provide something new for us every single week nowadays, people -- sometimes there are going to be hiccups. Cut them a little slack. They've already got a fix worked out. -
Quote:The "Experienced" power (5 bars of patrol XP per use, handed out per-character as a "bonus" when certain rewards are chosen or found as a per-account version in Super Packs) is different from an "XP Booster" power (125% XP for an hour, always awarded per-account, purchasable as repeatable tier 9 award or found in Super Packs). I think they do work together, yes.as far as i know the ones you get from the super packs work seperately and they work for 1 hour, the ones from vet rewards give patrol xp and if i'm correct they do work together. so after using the one from the vet rewards you will still have 19 left, and just under a millions of the super pack charges left
-
There's no limit that I've ever heard of, but it's possible that the "character" and "account" versions are listed separately in your Powers tab, and might have to be added to your trays as different powers. You've likely got 19 of one version and 1 of another (which will work the same, but have to be in different places on the list for back-end reasons). Open your Powers tab and make a thorough check through the third column; my guess is there are two listings for it.