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Posts
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Joined
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Quote:IIRC, Captain Petrovich does at least trick you into doing it.
- Iron Widow: Save the (living) leader of the Scrapyarders, 'Iron Widow' from the Council and Arachnos. Reason: Contact trying to repent to her for failing to save her husband's (Scrapyard, now Ghost of Scrapyard) life from Captain Mako.
(Hell, not only is this arc not really villainous, it's pretty much heroic)
- Iron Widow: Save the (living) leader of the Scrapyarders, 'Iron Widow' from the Council and Arachnos. Reason: Contact trying to repent to her for failing to save her husband's (Scrapyard, now Ghost of Scrapyard) life from Captain Mako.
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I might be the one that brought fair into this thread, but I didn't bring it into the discussion. The most common rebuttal to any change in Veteran's Rewards has long been "Veteran Rewards are the only truly fair reward in the game!" I simply wanted to debunk this use of "fair".
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More or less correct. Rewards generally are not fair. They are often just.
Quote:You and your friend go to lunch. His lunch is free because his frequent customer lunch card is punched six times while yours only has two. Is it "fair"? Of course it is. Same reward for the same deed, in this case going to the same place for lunch seven times. In our case lunch is time played.
Word usage is important. Not all things that are fair are just, and not all things that are just are fair. -
Uh, no. Because with my older sibling, by the time I get to 18, I'll have all the same rights and privileges they do. With endless Veteran Rewards, there is no point at which I will ever be equal to my in-game "older siblings".
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Quote:A never-ending Veteran Reward program tells new players that they will always have something to look forward to.
"Fair": "without favouring one party, in a fair even-handed manner".
Never-ending Veteran Rewards favour players that started playing earlier over players that started playing later. They are "unfair".
PS, I think the word you veterans want is "Just". Not "Fair". -
Personally, I'd really like to see the devs officially announce that they were giving up on ever having base raiding. The base building community seemed to really explode when the raid restrictions were removed, and I think it's pretty clear by now that most people don't want raids out of their base, so it's high time that potential excuse for not doing things was removed.
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Ideally, as a base designer, I would like to be able to label the map myself.
But the colour-coded idea is a nice middle-ground alternative that shouldn't (standard code rant aside) create too much headache for devs that the custom map label option would. -
Quote:But without an end point, people that join today (or let's go with next week, when the new shiny i17 drops and it's the six anniversary, just to make things nice and pretty) will see a constantly expanding list of things they will not get, at that point which will include 24 individual rewards forever inaccessible to them because they did not start playing in 2004.I take the opposite view in that the company values all players equally - every player gets the same rewards at the same intervals.
That they will eventually get the same 24 rewards that people playing since launch have now does not change the fact that people playing since launch will have 24 more rewards than people starting next week. And they always will have 24 more rewards, no matter how long the new player plays, because new rewards are constantly added onto the top.
For the system to actually be "fair", there has to be an end point of maximum reward. In jobs, this is retirement. What point is this in a game? -
I'm sure I'll still be around in 30 months when I get my 60 month vet reward.
And in 30 months, I'll still be really annoyed by the fact that there are 39 months of rewards out there I don't have, and will never have.
I'm perfectly happy to wait an extra 30 months to reach the same point as all the other vets. The part that chafes the most is knowing that, because the vet rewards are ongoing, I will never see the same rewards, no matter how long I wait.
The claim that veterans rewards should be unpurchasable, ongoing, and unvarying is basically assigning your current subscription fee an infinite value; you are saying that there is no cost, no method, no bonus that could possibly match the benefit of your subscription fee in 2006.
A never-ending Veteran Reward program tells new players that they will never have the same value to the company as those that have been around since launch. Is that really a message that should be delivered?
(( DO NOT post anecdotes comparing this to job-related benefits. You eventually retire from a job. You do not retire from a game. Job-related benefits have a finite end point. CoHV Veteran Rewards do not. )) -
Quote:Why are commercials always, without fail, so bloody mindless and idiotic? What do they teach in marketing schools, and why do they teach so many people to be so wrong?
I can't remember the last time I saw a professionally-produced trailer or commercial that actually made me want to buy or support the product featured. -
Quote:Only if it's been changed. The Tanker gets +400% threat for being a Tanker, but then again a Scrapper gets +300% for being a Scrapper.Your comment that it wasn't a status effect with a duration isn't -quite- right. A Tanker's Taunt is +400% aggro for 15 seconds on the target taunted. It's not a flat status-effect, but it definitely has a duration.
Otherwise, Taunt adds a threat multiplier of 1000*duration. Without attacks to boost that multiplier, it'll easily be outstripped by people that actually attack, especially other high-threat ATs like Brutes and Scrappers (particularly after you factor in many of these ATs will have taunts (often in an aura) of their own).
With my Tanker, I often find that a taunt alone is not sufficient to strip aggro. A taunt coupled with an attack, however, is an entirely different matter. The intangibility toggle prevents that attack, so I doubt an intangible-toggling taunter will be holding aggro off a team.
That said, I don't disagree with your suggestion. I do think a first-level intangibility toggle is a bad idea - but that's because intangibility itself is of limited usefulness, not because intangible taunting is overpowered. -
Tanker Taunts (and I think Brute taunts too, but I'm not sure about that) have a substantial -range component to them, such that it effectively requires enemies to close in on the taunter to attack.
The Presence Pool powers do not have this effect.
So there's one good reason to use the set's Taunt over the pool. -
Quote:I'm not sure if you're just simplifying things for sake of argument, or if you actually think Taunt is a status effect with a duration (and that's true in PvP, that is how it works there), but in PvE a Taunt is not a status effect. Using Taunt (or having Taunt applied by a power) adds a fixed amount of threat to the target hit by the taunt, and there is no duration on that - your "threat" number simply increases, and targets attack whomever has the highest threat.The 30 second un-adjustable duration of the pool power is both a blessing -and- a curse. Especially for a tanker on a team of Squishies fighting an AV. Once it's on, it's on. And you're stuck standing there for 30 seconds (far longer than any taunt-effect) while the AV is wandering over to kill your entire remaining party.
Regular taunting generally will keep the taunter's threat level well above those of others with active play, but if all you do is taunt, toggle, taunt, your threat will quickly fall off the scale and someone else will have more threat than you. To successfully tank, you have to be an active participant; simply taunting something while others attack, especially at a rate lower than "as soon as it recharges", will not be sufficient, especially in longer fights such as against AVs.
I'm not sure a first-level intangibility toggle is a good idea for a set power either, but that's because of the limited usefulness of intangibility itself, and not because I think such a toggle would be unbalanced as a tanking tool. -
I don't have to make that "choice" if I run a Task Force. Only if I run a Strike Force.
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Quote:Never done a LGTF, I have no idea how long it'd take. However...We have a bad player who takes 6 times longer to do the lgtf than others
I'm a "bad" player simply because, instead of ignoring mobs and ambushes, I prefer to stay and fight them? I'm "bad" because I fight my way to objectives, instead of stealthing or simply running to them? I'm "bad" because I don't collect temp powers to steamroll over AVs that I can defeat perfectly fine, albeit a bit slower, without them?
Your definition of "bad" player excludes a lot of people, and I'm not sure I'd want to be anything but a "bad" player by those standards. -
Quote:It would probably return a different set of values, but they might not necessarily be better; certain tasks might still be sorely under-represented by that, especially the higher-level content (less players available to run) and the longer/more variable content (less time invested to accrue runs).I wonder if it would be an idea to re-calculate the merit rewards based on data since merits were released. Might that give a better balance based on how TF's and SF's are being played at this time rather than before the new rewards system?
It's been a while since I did any work with statistics, but there's got to be some method involving standard deviations and so forth that could be used to find a more representative "middle ground" time for tasks, rather than just taking the middle number no matter what it is. If, say, the speed runs for a certain task (like Katie or Virgil) cut off around 55%, and the remaining 45% of runs are much longer, the median time is actually a very poor representative of how long the task takes to complete on average - it's almost assured that those lower times represent a smaller proportional share of the player base due to repeated runs.
Of course, it's been over a year since the last time any merit rebalance was announced. It's entirely possible, with the new reward system in place, there's already been some self-correcting a simple re-run of the numbers would show a discrepancy. Not having access to even the simplest form of the numbers, it's hard to say. -
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I'd love some more flowery plant pieces. Like a flower petal "mane" option for hair.
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I support this idea. The work has been done by the player, and tying specific costume options to specific characters just doesn't seem to fit either the theme or the nature of this game. Character creation options, for the most part, should not be limited by level.
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Quote:The people making the decisions now were the people doing the work before.Um... Practically EVERYONE who worked on City of Heroes under Cryptic Studios went over to PlayNC when the switchover happened, minus Jack Emmert. There isn't "a little bit of staffing overlap," they're the exact same people, plus additional staff hired after the fact.
The people making the decisions before are no longer associated with this game.
Major difference. -
Quote:That was the old, crappy devs, not the new, awesome devs.The option already exists in the game and given the chance to release five new standard archetypes in City of Villains, which was released in conjunction with Enhancement Diversification, the developers did not present us with a ranged/defense option.
There's a little bit of staffing overlap there, sure, but the awesome ones left weren't making the major decisions then. -
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Do you support removing some endurance cost from low-level attacks, or implementing a universal recovery buff, or some other system to offset low-level endurance problems then?
Or are you just objecting to my idea to object to my idea? -
Compromise: Keep TOs and DOs as they are, where they are.
Remove the discrepancy in enhancement values between TOs, DOs and SOs; allow all to simply deliver SO-level enhancement.
Do away with level 15+ TOs and level 25+ DOs altogether to remove the problem of "cheap enhancement" this might create.