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Welcome to both!
I'm quite happy that you guys picked someone who's job it is to work on "hard to find bugs" as a forum contact. A few times I've had a bug that was worthy of PMing that didn't really fit any of the other red names. I'm glad to know there's now a go to guy for this.
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That's exactly what I was thinking. I'll welcome-spam his inbox before the night is over, I think.
And that said, I've always liked the character Blue Steel ever since I've set foot into KR for the first time in CoH Beta. Nice to see the name tacked onto a (hopefully) really useful Dev. -
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Empathy/Dark
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Dork. You're supposed to vote one of Dark/Dark or Rad/Sonic.
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Just one request, LH:
I'd like to see an 'example petition' of what formatting works best for you guys.
No offence, but the screening process on the 1st layer of Hell at PlayNC has in the past produced some whacky results, such as Petitions from COH being forwarded to the staff of entirely different games. As such, I'd rather we be armed as well as possible to get our petitions regarding RMTs forwarded to the proper authorities as expediently as possible. -
I'm pretty sure they said no new sets in I10. And from the looks of it, they got their hands full.
As for the actual topic of the thread? What can I say? Damn nice. The only consideration I have now is how to make the most out of a hero/villain combo. Seven Controllers/Defenders/Corruptors and a Brute? Sounds about right. -
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Yes, 7 empaths, 6 flying scrappers (any kind), 1 kinetic, and 5-6 tanks (any kind) are needed as a core group. But everything else needs to be mixes of blasters, controller, defenders, (and scrappers and tankers) of any kind.
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Not to specifically contradict Sandy but rather to highlight the flexibility of the approach as it exists. Yellow Team 2 was backed up by two Stormies (Nowaki being one of them) and an Emp Controller at the last Raid. More Emps would have worked just fine. As would a Sonic or Kin...
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...or a guy -anyone- with Stimulant. Or loading up on Break Frees for that matter. The main kicker is that those Scrappers engaging the Yellows need extra Mez (Stun) Protection first and foremost, and then usually some help killing things.
The Assault teams need everyone they can get. There is room for any AT. Even Blasters.
Edit: Also, I've stocked team 2 with non-flying Scrappers for the kill squad. That doesn't seem MUCH of a problem as long as you can assure they leap on a relatively low-hanging Mito first. -
Minor point of clarification regarding the Rewards. The Rare Recipe is apparently from Pool D, the 'Trial Pool'. This obviously stands in direct contrast to the STF which offers a Recipe from Pool C, the 'TF Pool'.
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I won't miss it per se. But I'll be a [censored] about things anyways.
I frankly don't feel that the two "support of quality player initiatives" features or more contests are in any way compensation for the lack of something that was billed as a feature of the game that'd be part of our subscription.
More Staff-sponsored in-game events and heavier focus on new in-game content is on the other hand something I can get behind.
That said?
We have a great many fledgling (and not so fledgling) artists here, some of which I'm sure would love a wider audience than the art forums. Why not toss in an offer to publish people's actual comics as downloadable PDFs through the main website as part of an 'official' anthology? As a derivative work of COH, it should be nicely covered by the EULA's 'non-exclusive rights' clause. That way you could at least claim there'd still be a COH comic. -
Admittedly, I'd have preferred a disco theme. For myself and most people I play with, at least half of the costume slots are secret ID ones anyways. Most of my own characters only have one superhero costume with the rest civvies.
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Further notes. Does anybody here visit ParagonWiki? It's already using the exact same template as Wikipedia, so we know that stuff is available. While I only know TonyV from arguing with him on the Suggestions or Player Questions board, I'll gladly chat him up for pointers, if needed.
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As someone who's prone to being sucked into the Vortex of Wikipedia ('how the hell did I end up at Gender Neutral Pronouns?'), I fully support that claim.
As for Kelp's worry, that's easily fixed by everyone keeping a copy of their submissions on their computer.
I support the idea over Crey Files/Freedom Corps for several reasons.
1) Server specific - allows for more immersiveness.
2) Heroes and Villains in one place - this is the main draw for me.
3) I hate Crey's colour scheme with a passion. I actually find it tiresome to read anything on those pages, so I usually just look at the pictures if I stumble across a link.
So. Who has webspace? -
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Player A1 puts up a Level 12 TO for 5,000,000 inf.
Player B1 puts up the same Level 12 TO for 1,000 inf.
Player A2 (trying to transfer funds) offers to buy that level 12 TO for 5,000,000 inf.
Since player B1 wants less, and is obviously trying to move his items faster, his "for sale" is processed first, so he ends up with 5,000,000 inf (minus fees).
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Thank you. I was hoping that was how it was gonna be.
However. I predict this is gonna make people spend TOO much time at the Consignment Houses as they escalate their offers in 1000 Inf steps or so looking for the cheapest thrill. -
Like I said elsewhere. A lot of people are completist 'collectors' about stuff. I know I'm that way about Badges, and I've seen people who collect Temp Powers and even Base Salvage. It's part of their enjoyment of the game. I can't fault them for it, even though I might not 'get' what's so great about having 1 of each piece of Base Salvage. Can you?
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Didn't the Devs say once that an issue with Flashback is that not all enemies go the full range? Only a few do, most notably CoT, Longbow, and, uh... help me out here.
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Council and Arachnos. -
"You said, 'Give us Flashback or give us Debt'
Now you got both -- what do you want next?
Here comes the Drop"
No, I dont expect anyone to get this musical reference, but felt the need to post it anyways. -
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Ack no EG I don't do TFs or Trials, but I do as many story arcs as I can before out leveling them. Your saying I can't get any of the rarer recipes?
grrrr.
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I don't do trials either. The time commiment just isn't something I can give. The last TF I was in was Positron... right after TF's were turned on... 8 or 9 hours and a numb butt later I swore never again. And yeah, I know not all trials are 8 or 9 hours long, great. Anyone wanna babysit two toddlers for me?
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Just so you know. The actual Trials shouldn't take longer than 1.5-2 hours each. Some can be cleared in as little as an hour if you know what you're doing. TFs depend a bit more on which one you're doing, but again, most can be done in 3-4 hours by a team that knows what it's doing.
Even Posi and the Shard TFs. It's obviously still a major commitment but if you're teamed with sane people, chances are noone will complain if you need to take out the occasional 10-15 minutes to address real world concerns. That's just the breaks, and people accept that in my experience. -
Thanks for the clarification, Doc.
Again, I love the idea of tying drops to repeatable but special content like TFs and Trials. That's a wonderful, wonderful idea that also adds a lot of flavour.
The problem with Story Arcs really is that they're not freely repeatable at any point in the game. We still have the Story Arc bug that will sometimes lock you into old Arcs, keeping you from getting new ones if you don't realize it -- and while we now have the little book icon to tell us when that happens, I've seen people who've plain not noticed the icon anyways. We'll have more incentive for people on teams clamoring to have their arcs done over anybody else's missions which does to some extent discourage teaming unless you have a well-coordinated crack team of friends -- but many casual players depend on pickup teams.
Lastly there's the issue of level 50 characters requiring specific Recipes and being out of Story Arcs. I thought Inventions were also meant to encourage dusting off those 50s with their millions of Influence and doing something with them. After all, the way it was sold, Inventions also contain the scrapped 'Legends' system.
You see my point, I trust. I'm all for tying special drops to special content. But then, it should be repeatable content. Anything that includes auto-exemplaring qualifies. Anything that includes a form of reward for the entire team qualifies. While Story Arcs make sense and definitely should stay up there in my opinion, they shouldn't be the exclusive way of earning particular drops.
Instead, to offer an alternative, it would be more sensible to (also) link the StoryArc drops to Badges for example. While Accomplishment Badge missions are probably fewer than Story Arcs, the reward for them is given to everyone involved, and at least in COV, many Badge missions are part of Story Arcs already. The best thing about rewards tied to Badges is that for those, we know they can be retroactively awarded if it's still an issue. With Story Arc Souvenirs, I'm not so sure. And Accomplishment Badges still represent a viable state of immersion into the game, don't they?
Lastly, a question. What level will drops from auto-exemplared venues like Trials and TFs be? Will they drop at the level of the TF (eg. doing Posi drops a 14-16) or will they depend on the unexemplared level of the character? Or -and that's my worry here- will they suffer from the same bug HO drops currently suffer when someone is exemplared at a Raid? -
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Personally, I'd like to see a tailor put into Pocket D. That way we don't have to leave Pocket D after earning event costume pieces.
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That IS a good idea. And since we don't want to use Icon or the Facemaker, and want it to be appropriate to the location, how about a Tsoo Tattoo and Piercing Parlour? -
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All side missions will be keyed by the same villain type as did the robbery.
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Great list all in all, but this point isn't 100% true. For the lower level ones it definitely is. Not sure about the intermediate ones, but in the PI Safeguard, the bankrobbers are Arachnos, yet the Vandals and Side Mission spawns are Carnies.
As for the person who wondered how to spot Side Mission spawns... well, usually they're doing something unusual and also have text when you get close enough. Arsonists will be carrying a torch, Bombers will be moving a barrel bomb around and talk about chemicals, Jailbreak spawns will be holding up a police officer, Robbers will be standing guard outside a store, similar to the Weapons Deal. The latter two are admittedly harder to spot, though. -
I've so far done:
Atlas with a Stone/Stone Tank
Skyway once solo with a Fire/Fire Blaster and once teamed with a Scrapper.
PI with a Dark/Dark Scrapper.
The Tank probably had the easiest time of it but I didn't fail a single one. If it's a matter of tactics, it comes down to having a mixture of control and damage. Or just a ton of either. Wow, deep. But true.
What I usually do is, I fight my way to the bank in as far as is needed. I don't want the street mobs aggroing on bus stops or whatever while I'm elsewhere. So I do that. In PI that cost me a ton of time. I hit the bank just as they're leaving. Cloak of Fear goes up and all runners are stopped right around the corner from the bank exit. Likewise, the Tank's Gauntlet turns out very useful for stopping runners (no Taunt yet), as does his massive DPA. The Blaster's built as a PBAOE Blapper. Hasten - Build Up - Fire Sword Circle - Combustion -- everything's dead. No need for control.
Anyways, on the way out, I usually get vandals right away. Same tactic. Along the way to hit the vandals, I take out any street spawns I can't dodge. If anything has given me trouble so far at all it's the side missions. Bombing can be stealthed, but Arson prevention can admittedly be really tough once a Dark Ring Mistress enters the scene. Mostly it's the fact that they're appropriately clustered on higher difficulty settings and might require some massive AOE damage to get through in a feasible amount of time. Once side missions only add around as much time as they take to complete, it becomes pointless. -
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Some of the comments i've read suggest that slotting Knockup powers with Knockback Enhancements now has no effect, that the enemies don't go any higher or take longer to get back up.
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Unfortunately, that sounds sensible, within limits. Ragdoll graphics have pretty much taken over where the duration of enemies' attempts to get up is concerned. And the matter of KD/U changing to KB is apparently a question of Knock* Magnitude, which Enhancements don't change.
(There's actually an idea in here: Allowing people to slot for Knock* Magnitude instead of range and then tying range into Magnitude. That'd allow people to pick and choose whether their KD/U powers should do KB instead. Though there's gonna be an awkward level where you can KD/U resistant enemies but KB everybody else. That'd however make for a fair tradeoff for the flexibility, IMO.) -
Oh, I believe you. I've just run into enough people who don't realize the zone continues beyond the dam to want to make sure that's not simply what's happening.
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Agent G is consistently giving me mission doors (or at least pointers to doors) that cannot be reached - first one 30 yards underground and after dropping that, 55 yards OUTSIDE THE WARWALL. I clicked on all doors in that whole quadrant of the map in case it was another pointer screw-up like in the Seer Marino missions, but no luck. This is occuring during the 3 dig sites then base missions.
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Can you double-check that? There are tunnels under the end of Faultline that's opposite the Skyway entrance. There's also the Hazard Zone part beyond the War Wall at that end of the Zone (reached through those self-same tunnels or the dam) and I know of at least one mission door (a Longbow heli) that is right by the War Wall on that side. Could it just have been tricky door placement like we sometimes see in Brickstown or Skyway? -
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My favorite I8 feature: The "Story Arc" icon next to your contact name.
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That and working tram doors. The little things in life. -
The only ones of these I've really had problems finding are Kraken and Jack , but I still welcome the adjustment. Easier spawns is always good for us.
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Yes, this is a very nice convenience. I'd dare to say noone will find anything negative about this, but I know the playerbase better than that.