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Quote:I meant the general "you" not you specifically.First off, I have never made a "kill stuffz" mission in MA and don't play them there. There are plenty of PVE missions for me o go do that. Excuse me for trying to find some way to end the exploit/nerf cycle that some how works for everybody. I should know better.
Quote:If capping works for tickets why can't it work for XP? The problem is it doesn't appear the devs can make the system work as intended. From everything I have seen, every "fix" hurts the intended use as much or more than the unintended use.
Also, what you said. Thanks for proving my point. Every "fix" does indeed hurt the intended use as much or more than the unintended use. Like the ticket cap. It deprives people of rewards, especially on smaller maps with multiple objectives. You could go over the cap on many maps even before the new difficulty sliders. Meanwhile farmers use an outdoor map with a single blinky to click when you hit 750 tickets.
Farmers will go out of their way to get around limits on rewards, because that is all they're concerned about. Legitimate users are concerned with putting together a story, putting together missions in such a way as to best tell the story, and working around the mechanical limitations of the system to best tell the story they want to tell. Worrying about arbitrary reward limits only gets in the way of that.
Quote:I may not be smart enough to figure out why an XP cap won't work but you haven't explained it to me either. -
Quote:You are assuming some of these people balance at all. I want a search function that allows me to exclude arcs with Extreme anything, and I would never turn it off. I also want one that allows me to exclude Archvillains, for my Dom.Used to care but I don't any longer... I mean, what's the point when you still have to schlep over a buttload of farms to get to a decent story that isn't loaded with EB/AV at every corner.
People need to balance for squishies not for übber purpled pimped out damage dealing builds... -
Quote:Acceptable to you maybe.If you're still editing and testing the arc, it's not going to be marked Final, thus it won't be submitted for review in the first place. Get all your edits done before it is locked. Authors would be made aware that no further edits are possible after review and make their choice.
Maybe that's not ideal for those authors who never seem to be happy to say something is "done" or let well enough alone, but an acceptable sacrifice given the benefits.
Never mind that sometimes patches make updates mandatory. -
Quote:Patches happen that have nothing to do with exploits. Authors need to update.The MA launched last April, not quite 60 weeks ago. If they had done things properly from the start and had just one AE mod active since the beginning, by your calculations we might have between 8,000 and 12,000 playable arcs in the MA right now, each giving full, unadulterated, same-as-dev-content rewards.
Feedback happens. Authors want to update.
Every update to a published arc would mean the arc would need to be vetted again, since the system has no way of telling whether you rewrote some contact dialogue or added a potential exploit. -
Quote:You'll come across a few pages of well-done arcs before you run into the morass of stuff with one or two 5-star ratings from the author's friends. There are literally a hundred or so pages of arcs with one 5-star rating.I've had good luck with the hall of fame and guest author arcs, award winners, and five star arcs. On those odd occasions when something is poorly written, I just bail and move on to something else.
Basically, if you stick mostly with the highly rated material you'll run across some very well done arcs.
Most of the good stuff is down in the 4-star ghetto. Unfortunately so are most of the farms and abandoned arcs and lame "comedy" missions.
I pick what to play based on posts in the Stories and Lore forum. A lot of the arc recommendations there are from players who have played a lot of arcs. Yes, I've played through most of the good stuff, but people are still putting out new arcs, just not at the rate they used to. -
Quote:There is no difference. Go run Liberate TV and keep your lame "Kill stuffz" missions out of MA.Given what you just described, the difference between running the Liberate TV mish over and over and an MA mish over and over would be what? If they could not surpass the XP of the Liberate TV mish because of the cap who cares?
Quote:Ok, if I am reading what you just said correctly, the ally problem made everyone equal to an IOed out multi-billion inf Toon. So are you saying it leveled the paying field for people with low dollar builds? and that you should only be able to do that after spending billions?
And yeah, having to make that investment of inf, and the time spent accumulating it, is part of the equation. It's like running the RSF in an hour...after spending two hours collecting nukes and shivans.
Quote:If speed is the real problem then there should be a way to figure that into the XP cap. There has to be a hard limit to how fast a toon, or a group, can mow down mobs given damage per second, recharge, maximun buffs each attribute will accept, and whatever else would go into figuring that out. If that can be figured out then there has to be a way to use that to say "If you are running at peak efficiency, speed and damage then the max XP that can be generated is "X".
Quote:The "survivablity" issue granted by allies is a different problem. I am not sure that allies can push you past the peak efficiency/speed/damage number given the buff caps for character attributes. Can they make it super easy? Looks like it, but I have been on a lot of 8 person teams that make PVE content look like it has zero risk. -
MA all the way. I loves me some MA, even though I'm kinda burnt out on it right now. I played arcs like crazy for the first few months after it came out.
Then badges, although I only have one hero and one villain badger. The badges I have left are the high-count achievements (which I don't want to farm) and the MO ones that I've been too lazy to find a team for.
I've dabbled in PvP, but not since i13. It's not that I didn't like it, it's that I suck at it and I don't like it enough to put in the time and commitment necessary to not suck at it.
The OP's post counts are meaningless. What is there to discuss about badges really? The badgers have a stickied FAQ that pretty much covers most questions, and most badging events are set up in server forums, while one of the PvP forums includes events. The MA forum only has one ongoing event, since a lot of people seem to prefer soloing MA arcs.
Besides which, badges are finite. PvP and MA are essentially infinite content. -
Quote:Once you reach the cap, you click the blinky and exit the mission. The cap would have to be rather high in the first place to avoid punishing authors of legitimate arcs or non-farmers who enjoy running heavily IOd melee toons through said legitimate arcs at high difficulty, so a farmer would be able to get quite a lot of farming in before hitting it. Then punch out, repeat. Just like they do with tickets.Ok, since my first suggestion seems to be a math and coding nightmare can one of the math guru's tell me what the problem would be with simply placing a cap on the XP obtainable per mission?
The problem the ally nerf was intended to solve wasn't that people were actually getting more XP/mission. The problem is that they were getting said XP faster and more safely. Compare the kill rate of an SO'd Scrapper to that of a heavily IOd Scrapper with perma-hasten, soft-capped defense and added HP, regen, and recovery. The IOd Scrapper can survive tougher spawns and kill them faster. A map full of allies can, in seconds, give anyone that survivability and kill speed, that would otherwise take billions of inf to achieve. -
Quote:Co-op zones can also host co-op TEAMS, which gives players more leeway in choosing characters, and makes it easier to form up a team, especially for villains. Hopefully this will be less of an issue after Going Rogue, if enough players choose an alignment that allows them to team with both factions.Co-Op *zones* do in fact have a major benefit in that they can host Co-Op TFs. This can make it much easier to start up TFs (particularly villain-side), especially on the smaller servers. Then again, this is less of an issue when the high-level TFs don't require a big team (and some of the later high-level TFs don't).
It also gives players more leeway in choosing characters to use for a TF, and that's also a plus. Still, faction-specific zones could be pretty neat too...
(If it wasn't for that pesky "concept" thing I wouldn't keep a single character restricted to teaming with one faction after Going Rogue. And I am perfectly happy to solo so I'm not part of the "I can't find a team" chorus.) -
The Great Purge would only clear out the dreck currently in the system. In order to keep the system clear they would need to do purges every few months, because if it was simply a system of "x days without an update or a play = hidden" then the outdated arcs would get plays, just to tick us off.
Yes, it sounds like a lot of effort to go to just to tick us and the devs off. I fully believe that some people are willing to go to any lengths to be jerkasses, feel free to prove me wrong. -
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Why do I picture some lone jerkass clicking "play" on every outdated single-mission Steel Canyon blinky grab he can find?
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The Elements base is floating in another dimension.
The Shadow Elements base is in a volcano. Because we are villains. -
Maybe not always. The various factions would probably not want people from the other faction reading their minds, so they would cut themselves off from the mental network. Maybe they still need the translators because they don't actually have a spoken language of their own anymore.
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Quote:We have Ranged/Defense with the VEATs, but that is concept-limited.I'd rather see more generic ATs that allowed people to have more concepts made...
Ranged/Defense
Melee/Buff-Debuff
Those are the ATs we're missing outside of a choose your power AT, which I figure is even less likely to happen.
Quote:Sense alot of people don't like that fact or have a concept that doesn't go along with the "YOU'RE AN EVIL DESTINED ONE", they instead say "Longbow are evil"
In any case, hanging around waiting for a villain to wander by is a VERY liberal interpretation of the "superheroes are allowed to pursue supervillains across international boundaries" law. Never mind that VEATs are not Zig escapees. Nor are the numerous NPCs that Longbow are also hostile to.
Hey, it's not like I claim to have some lofty ideal for my AR/Fire "Hero," nor did I ever say she was a pure hero in the first place. She's going to end up as a Vigilante most likely. -
Quote:It does give me the authority to make my own moral decisions. Just because the game world "flags" them heroic doesn't make them so. At that point we're trying to force everything back into a black-and-white mold that this game has moved beyond. It has to, as soon as you start telling players they can create their own heroes and offer Dark Anything and demon horns as optionsActually, that's the day you start writing your own comic books and making your own video games. Until then, you're playing by canon set up by Rick Dakan, Jack Emmert and the writers that succeeded them. You can twist things all you want, that doesn't give you the authority to redact game fiction and retag existing factions.
Longbow are non-hostile to heroes and hostile to villains. That is all the "tags" mean.
Quote:We're never told where those underwated bases actually are, and I don't see them on the map. Since the game never makes it a point to explain, I don't believe we can draw conclusions on them one way or the other. I've never seen Longbow on St. Martial or Grandville (yes, seriously) but I do remember the ones on Mercy Island. Hmm... I'll have to look into this. Seems I overlooked those. Per chance, would you know what their idle dialogue is?
Or if they were actually concerned about properly portraying Longbow as an organization that respects international law their bases would all be in the Nerva area.
The Longbow in Grandville are on the beaches and on the grassy area around the Fab, usually battling Arachnos. The ones in St Martial are up in the Dockworker area. From what I recall they are handing out pamphlets on workers rights or something...which wouldn't be so bad if they hadn't brought Ballistas with them. -
Quote:Some disembodied narrator can tell me all they want. The day I let a comic book or a video game dictate what is and is not "heroic" is the day I lobotomize myself with a power drill.You're trying to argue reality in a fictional world. If "real" comic book heroes do it and are still judged heroes by the narrative, that's precedent enough. And if you'll note, the City of Heroes narrative treats Longbow as Heroes practically every time. You may disagree, and you are within your right, but if anything is ever unquestionable in a game, it's its disembodied narrative.
Quote:Look at red-side and note where Longbow show up - Nerva and nowhere else. You'll also note that Nerva is not officially part of Recluse's Rogue Isles, and Longbow, being sanctioned, are well within their jurisdiction to set up bases there. If anything, Arachnos' presence in Nerva is illegal, but given that they're Arachnos, there's little point in holding them to task for it.
What Arachnos does has nothing to do with what Longbow does. Arachnos show up in Paragon City, but we recognize that these incursions are illegal.
Quote:Hence, the Hardcase effect. You dislike them because the narrative is botched and because of how they were introduced more so than because of how they are actually written.
Quote:That's a matter of debate. First of all, I don't recall Vanguard ever being issued the exclusive rights to fighting the Rikti, nor do I believe such a move would be prudent.
Quote:Again, I'm not saying you should LIKE Longbow. I don't, and I wouldn't blame you if you didn't, either. But there's a step between not liking them and proclaiming them to be bad guys that I feel people take too easily. We let our dislike for the faction colour our perception of their action. -
You're using a Mastermind, which can be difficult, especially for low-level characters, many of whom get into trouble when fighting more than one or two guys. Then you give him a secondary with autohit debuffs. THEN you add ambushes. Yeah, I can see how a lowbie could easily become overwhelmed.
The "too easy" complaints may have come from players with bosses turned off, which would make your end "boss" into a lieutenant. The same setting downgrades EBs to bosses in AE...which can be tough for a lowbie but not nearly as tough as an EB. -
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Quote:When do the PPD show up in the Rogue Isles and harrass people? Abyss sends you after some squid cops who are chasing a criminal (which I believe you are allowed to do, according to international law in the CoX world), and flat out says they're out of their jurisdiction, the ones guarding the schoolbooks Phipps sends you to destroy are volunteers, and presumably off-duty, and....where else do the PPD show up redside?No, but the PPD do. Multiple times. Plus heroes keep barging into Grandville to beat up Lord Recluse. But this is all RP quabble that anyone can spin either way. I don't want to get involved in it because there's no winning that particular point.
We go into Grandville to beat up Recluse because he has a WMD. We don't go taking potshots at random superpowered citizens while we're there, we don't set up bases there. Besides, Statesman is the kind of self-righteous jerk that Longbow holds up as an example.
Quote:Vanguard are written more as hero content, granted, but they ARE a morally questionable organisation because they employ convicted murderers, complete monsters and general jerkasses, to whom they proceed to hand over weapons, armour and future tech on the sole merit of combat prowess. They have excuses, obviously, but that doesn't make their actions justified, merely acceptable given the circumstances.
I view merits as a "reputation" reward, that has more to do with dedication to the cause than combat prowess.
Quote:As far as "grey but not nearly so much as Longbow," the more I listen to it, the more it sounds like bad blood more than anything else. I hate Longbow as much as everyone else, if for no reason other than because some double brain decided to stick them in EVERY SINGLE MISSION post 30, villain-side, but their presentation is largely positive in BOTH games. They protect civilians, the fight crime, they guard labs, they swoop in to save the day.
I tend to reject anything that anyone tries to force me to accept. Usually it's because they're too enamored of their own creation, despite said creation being lame.
Quote:Again, this sounds like bad blood. Miss Liberty butts into Vanguard business which, because we work for Vanguard, makes her our enemy and WMD spends the majority of the game badmouthing practically everyone she lays eyes on. Thus, what I feel we have here is the "Hardcase effect." That is to say, an entity generally regarded as undesirable and bad because of a few specific, isolated instances and a general ill attitude. -
You said "more content," and I can't argue with that.
Hmm, that would be interesting actually. Some young level 20 hero, fresh out of the portal from Praetoria, runs into a Longbow recruiter. Accepting his missions sets you on a multi-arc storyline involving working for Longbow. And if you stray from your heroic path, you get kicked out.
Quote:Nah, people hate Longbow because they do the exact same thing as player characters just with a uniform. That's the point the ethical line gets crossed, apparently.
Quote:To be honest, I'm kind of disappointed that every faction introduced since CoV has been morally grey. Moral ambiguity is good and all, but we need to counter-balance that with clear-alignment organisations. Sure, Arachnos is puppy-kicking evil and the PPD are puppy-petting good, but the rest... Vanguard, the Menders, even the Midnighter Club are squarely "grey." -
Quote:Well there's the RWZ one for starters. Rogue faction my butt. And that arc in Nerva where you steal a prototype Sapper gun from them is pretty incriminating. All their terrorist actions on foreign soil, taking money from private citizens to fund said terrorist activity...and now we have a Longbow recruiter standing on the Use Might for Right badge. The evidence just keeps piling up.Oh thank you. I thought I was the only one. You also forgot tyrannical. They took over Atlas Park, Galaxy City and Kings Row from the PPD and no one batted an eye. Not to mention the RWZ storyline and what Ms. Liberty wanted to do with Vanguard. I wish that there should be a storyline that just exposes them for the fanatics they are. And it up to both Heroes and Villains to shut them down for good.
Besides, like others have said, you can copy pretty much all their powers. Just make the hats, chest detail and tights pattern available to players, unlockable with a hidden badge that you have to kill a thousand Arachnos for, and there you go, you have your "Longbow AT" with much smaller investment of developer time. -
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I hate, loathe, and despise Longbow, almost as much as I despise Arachnos. They are dull dull dull, overexposed, boring to look at and boring to fight, and a bunch of self-righteous hypocrites to boot. So there is no way I would ever wish to join them.
As for the PPD, we got a bunch of police costume options in the day job issue, we have PPD riot shields, billy clubs, dual pistols...I'd say we have all the tools we need to make a wide variety of police-themed heroes, there is no need for a new AT.