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Quote:And yet somehow, the devs think it would hurt redside to merge the markets....I can't speak for anyone else, but when I look at the red markets, there are lots of things being bid on that there is 0 supply, or the price is way too out there with like 1 for sale and 300 bids.
LOTG 7.5
Some parts of the Gaussian set
Blessing of the Zephyr +KB protection
Numina +regen
I know that I spent a few weeks trying to obtain these via the market with no luck for my Stone/Fire Brute. I'm lucky, I run plenty of SF's, so was able to stockpile merits and get them at the Vendor or through random AE ticket rolls.
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Quote:Nothing wrong with that. What I was trying to say regarding my timesink comment is that compared to what you have to go through in some other games to earn a particular piece of gear, we have it super easy.I can't speak for everyone, obviously, but in my experience, I've had bids sit for a month without ever filling. People weren't outbidding me either, the last sale on the item was over two months ago.
I'll spend my merits, thank you very much.
Even having the option to roll on items and/or buy them at the market is a boon that we take for granted. -
Quote:Post count has to do with play time how?You have 24 thousand posts. You have a lot of time to play this game. What might take you a couple weeks could take a more casual gamer a couple of months.
I actually don't have that much time to play. I do, however, have a job where I have my own office and can post on the boards while I'm working on other things and I've been active here for almost 6 years so I have 24,000 posts.
My engagement with the board community has nothing to do with the amount of time I play. The fact is that it really doesn't take a long time to earn invention sets. Doing one Positron earns you three rare recipes. 1-4 hours of play earns three pieces of rare loot for every member of the team. That's a far cry easier that just about any other MMO. Inventions are no timesink. They're just a reward for the content. -
Quote:Riskier, but ultimately it could be more rewarding for the long term. Right now a lot of people refuse to be bothered with Hamidon, because really there's no point. I've done both the old and new raid strategy dozens of time, but sometimes I don't bother with it because really the rewards aren't that much better than running a TF and it's really not compelling because it's so easy.It can be, if it's not something enough of the community at large will make use of. Look at Hamidon. It's not hard once you figure out a method that works, and despite having a formula for it, a lot of people refuse to be bothered with it because it takes the commitment of having 35+ other people around. Or the commitment of spending the up front time to figure it out initially. Then there's the people who never get to 45+, the people who's computers can't handle it, etc., etc.
If you have something that only a small part of the community uses, is it a good thing to work on? There's no right answer, of course. I think there's value in making things that "work" for different bits of the community, because "the community" doesn't have some monolithic preferences block. Hami was set up once and left alone for a long while, then changed once and left alone another long while, etc. He's not soaking up a lot of dev time.
Given how they refer to this new thing ("End Game") I'm not assuming we're talking about one raid or TF here, but rather several things which may or may not be directly related to one another. Having various different TFs or raids with different commitment requirements that appeal to different parts of the community is a good approach, IMO, because it spreads the creative and development effort around. But if they're setting aside a focused dev sub-team just to develop something that uniformly appeals only to the hard-core ? That's a lot riskier.
Inventions requires a commitment to get the most out of them, but ultimately you don't have to do it. PvP requires a commitment to get the most out of it, but ultimately you don't have to do it. Hell the Architect requires a significant time commitment to earn its rewards, probably more than the prior two combined.
But all of them have earned the devs' resources. Having some content for the hardcore PvE crowd doesn't seem to me to be unreasonable at all. I think there's this idea that everything in PvE has to be accessible to those who play with SOs. I think the devs' statements when Inventions were created feed that belief, although all that they have ever stated was that they didn't make the game (as it existed) any harder. -
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Quote:I remember that argument being used against inventions. Inventions still happened. I don't think it's unreasonable for there to be a place where you can really stress those bleeding edge builds other than soloers testing themselves against group challenges.They aren't going to create content that forces players to get the "gear" they need in order to compete. That's for other games and one of the reasons players dislike those other games.
Don't get me wrong, I've done all that myself. But why would it be such a bad thing to have some really fun raid or even group challenges that require significant commitment to complete? -
Quote:Actually I want a combination of both. Scripted encounters with the kind of gear and skill checks so that the content isn't consumed immediately. Not saying I'm going to get it, just that I think that there's going to be little point to calling this "endgame" content if it isn't anymore difficult than what you're doing from 1-50.I can't help feeling like you're saying two opposed things here. Basically, there are two fundamental ways they can make a fight harder: require special tactics, or make the numbers bigger. The Hamidon raid requires specialized tactics, and as you say, once you've got the tactics together a fight like that isn't hard anymore. Bigger numbers is "mowing down purple-patched mobs", which you say you also don't want. What kind of challenge do you want?
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I don't really think that's true. I am beta testing the expansion to Everquest II right now so I've had an opportunity to consider the commitment involved in creating a very powerful character.
Here, merits have lowered the barrier to entry for having a very powerful character so much that people can have stables of them. I have four soft-capped character, and many more with similar levels of IO goodness. None of these took more than a couple of weeks of play past level 50. Some went into level 50 already about as strong as I wanted them.
By contrast, in other games, the timesink of earning gear can take many months even after the introduction of token systems. -
Quote:Like Hami...not Hami.I'd like more events similar to the mothership raid and less like Hami. Mostly because the Rikti Raid is easier to setup and run. Yes, I'm a lazy gamer at times.
But this has nothing to do with your earlier post about players with SOs being forced out of "end game content."
SO slotted players can easily take part in Mothership Raids and Hami Raids, and it's us Players that force this mindset of "must have IOs to compete" and not the developed content.
Lastly, skill is the best attribute to buffing your character. No amount of IOs will help a player that is terrible, non-team oriented or not paying attention. This last statement has less to do with the topic at hand and more to do with the coffee taking over my fingers.
I'm expecting a raid for multiple groups, but not something that is as easy as Hami. If you know the strategy and can SOMETIMES pay attention, then you can be successful on Hami. As for the Rikti Raid, it's barely even deserves to be called a raid. It's more like a public mission. It's just mowing down mobs with effectively a lot of HP/damage because they're higher level and tend towards bosses/EBs.
What I'm thinking of is raids that will challenge soft-capped characters. And honestly based on the statements of the devs, that's what I expect. If the endgame content is just more mowing down mobs who the purple patch makes harder, then I think the devs will have failed and failed badly at creating an endgame.
As for skill, I would agree skill is very important. But a soft-capped noob is going to survive more than a veteran playing a similar character in SOs. Take my Fire/Shield scrapper for instance. Shield is so awesome because soft-capped, it's damage buffs and attacks make it an absolute beast of a set. Without that soft-cap, it's not nearly as survivable.
I'm a good player, I've handled some of the games greatest challenges. But I could give my soft-capped Fire/Shield to almost any player and they're going to do OK, probably pretty well. -
Quote:Isn't there the qualifier that you have to have a sufficient number of attacks to create an attack chain for that to be true?So far as my assertion that DPS doesn't matter and DPA does, let me know if you care and I'll explain with examples. Suffice it to say that subtracting a high DPA, low DPS attack for a hight DPS, low DPA attack lowers your damage output over time, and that's provable.
Example, if you only have one-three attacks then DPS is or at least could be better, but if you have 8-10 attacks and you have to choose which 4-5 goes into your standard attack chain then DPA is better. -
Quote:I'm hoping for more, because this is just normal content buffed. What I'm expecting is real raid encounters and a real raid system. Where multiple groups can band together to take on significant challenges. Challenges that have been hand-crafted.At best, without a major overhaul of the game's design (and hey, it's possible, they've basically created a dedicated dev team for it), I forsee this as mowing down mobs more slowly.
I mean, think about it. All they can really do here without revamping mob AI in a really huge way is do something like throw a bunch of debuffs at us and buff the mobs. This might make us more careful or cautious, which means we won't fight as fast or as many foes, and/or we might die more often.
Is that "content" either? I'm not so sure. It might make us think a little harder in combat, but again, unless they're really reworking some very fundamental things, it's not going to be that complex. My bar might be set too low, but I'm expecting buffed mobs, possibly more varied mobs, and stuff that tries to debuff the tar out of us.
Like multiple raids on the Hamidon level with the infrastructure to support raiding at that level. -
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Quote:Agreed. But, and I am assuming here, that Positron isn't just building standard mission content for his "endgame." Further, I'm assuming that this endgame content isn't necessarily for soloists. To be perfectly honest, I'm expecting scripted raid encounters.The problem is, you seem to be considering this completely independently of the difficulty settings.
For the most part, the game IS trivial at +0/x0/NoBoss. SO/IO/whatever.
However, +4/x8/Bosses/AV is trivial for NOBODY. Even the super-tricked scrappers/tanks/etc will admit that running at these settings isn't "easy".
But even if that's not what they're doing, it seems pretty weak for the devs to suggest that this content will challenge our tricked out level 50s, but only if we up the difficulty setting. I'll admit that much of my argument depends on speculation.
To my mind, this isn't "endgame" content. It's just content, if this is the case.Quote:Or you let all the weak sisters run at -1/x1 and all the people who have a desire to be challenged will run at higher settings. -
Quote:I don't know if the devs have a choice really. There simply is no comparison between characters with SOs and those slotted out with well-planned IO sets. If the end game content is possible with SOs, then it will be trivial for IO set using characters.I see your point, but we have NO idea what to expect and how it will empower our characters. And it's jumping the gun ALOT to start thinking of a solution to a problem that doesn't even exist.
I would be very surprised to find out that SO slotted characters are given a backseat to the new content when the devs have stated many times that IOs are not mandatory to play the game.
And I fully expect that the power gained from this content will probably have to be inherent to the character for this to have even a chance at a solution. But the problem does exist. Because the content is being created now. So the devs need to be considering how you deal with the power disparity now.
ED and the Global Defense changes were the devs first attempt to create a space for further progression of our character's power. We're now at a point where character power has returned to the I3/I4 levels, just that it's much more a function of the work you put into the character. That's good IMO.
However, this still leaves us with the problem that the game's content can be completely trivialized by all ATs. The fix to that is to build content to the power level, which leaves SO characters in the dust. Or you can nerf, which would cause an ED sized uproar. Or you can accept that IO using characters can never be challenged by the content.
We'll see what they do. -
Quote:To support the devil's advocate, I have a bit of a different reason for feeling that this situation is a bit out of whack.To elaborate on my position without having to multi-quote, and instead simply write one big counter argument:
I'm not blindly opposed to defensive set bonuses and their uses. Allowing a Super Reflexes Scrapper to increase their defense is somewhat reasonable, if perhaps going back on the Global Defense Nerf. (Also lol @ SR Brutes being worthless without softcapping.)
However, and this is a mighty big however, Blasters were very definitely 100% clearly NOT meant to have SR-level defenses. Speaking from experience, I did not have to make any sacrifices in my build to reach the level of defense I have on my Blaster. There are no half-slotted powers or under-slotted damage values. And most of the sets I used were dirt cheap, at that.
Is my build as efficient as it could be? Am I even soft-capped? Hardly. But I'm still pushing approximately 20% (lowest, melee) to 30% (highest, ranged) defense to all three attributes on a class that has no good right to have much more than 10% while solo. And this is on top of my 30% S/L Resistance from Temp Invuln. And Smoke Grenade.
The solution is definitely not to add more defense debuffs, and that is quite possibly one of the worst ideas I've ever heard. Not only are you making the game harder for everyone (not just defense-based characters) to accommodate the outliers, but you'd have to find a way to A) land the debuff reliably (going to make it auto-hit too?) and B) make them prevalent enough that such characters can't possibly avoid them by simply not fighting those enemies. Cutting the set bonuses in half would be easier.
Defense IO set bonuses are overpowered right now. Sure characters can play fine with SOs, but using that as a balance point given the prevalence of defense set bonuses and the ease is silly. This isn't a problem now. But it will very much be a problem when Positron finishes his "end-game" content. Because the variability in power is far, far too vast between characters. And this variability depends in large measure on a player having a DEEP understanding of the mechanics.
So this got me wondering. Who the hell is Posi building this end-game content for? Because I can guarantee you that if it's built for us folks on the boards who agonize over builds and have multiple characters at the soft-cap then there's going to be quite the outcry.
I don't know if nerfs are the best way to deal with this problem, but the question of power progression among characters is something that's going to have to be addressed. -
Actually, if the lifetime sub is a reasonably accurate estimate of the present value of the expected revenue stream from a long-term subscriber then it could make very good sense.
However, that's not what the OP is asking for. He/She is asking for a $200-300 dollar lifetime sub like other games.
So for a more concrete example. Let us say that you expect most players who would buy a lifetime sub to play for an additional four years at $15 a month. And let's say you could invest the money and earn a 3% per annum return on it. In four years you would have $720 (that you earned at $15 at a time at the beginning of every month). So what would you need now to break even?
If my B-school skills haven't completely atrophied it's about $565. That's what you should charge.
The numbers change if the assumption change, but you get my point. It's not that it's a bad idea to offer a lifetime sub, it's that it's probably going to be much more than most people are willing to shell out at one time. -
Quote:This is my attack chain. It was really important for me not to lose the swords so this is what I use. I don't have Aid Self and I don't miss it. I've done fine with AV soloing. I've never needed more than 5-6 greens.And the second highest dps chain of Incin>GFS>Cremate>Firesword is ~180 dps.
Incinerate needs 72%
GFS needs 133%
Cremate needs 24%
FS needs 0%
I have a lot of power gear. Both the Miracle and Numina uniques and the end proc from one of the end mod sets (can't remember the name). I don't ever run out of power. -
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Quote:Really, there's not a lot of "hoops" to jump through. While I don't disagree with your idea, there are many, many easy options to get travel powers early. You just got the 411. I would at least try one of them before pronouncing them too much trouble.Honestly, I'd rather not jump through a bunch of hoops in order to have a super hero that can fly. And I had no idea the majority of this stuff existed, which I'm sure 99% of new players will also not know this.
Otherwise, of course, you can pay money to Cryptic for needed content and get your travel power in the early levels!
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Quote:I trade with Wentworth's. My heroes aren't responsible when the shipment from the Talos Wentworth's gets robbed by the Council and winds up on the black market in Sharkhead? Nor do I have any reason to know that the good I procure from Wentworth's happen to be smuggled in by nefarious characters in Cap Au Diable.What self respecting Hero would trade with a villain? Knowing full well that the item(s) you're selling are not only goning to be used for evil deeds BUT also the money you recieve for selling said item will be procured from evil, crime and corruption!
See how that works? The RP argument against merging the market is utter BS. -
Quote:Whether IOs are required or not is wholly irrelevant to the idea offered. The idea is an enhancement to the IO system. Someone who uses SOs wouldn't be affected either way.if io's were required to play the game then sure. since they are not, i give this a big NO.
What's your point with this post?
As to the idea, I think it would be good if when a recipe drops that it doesn't drop with a level. However, when crafted I think there needs to be more of a range than +/- 3. -
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Quote:I have a similar problem. Red-side content, while certainly more focused and to the point, well...sucks. You're a mercenary, plain and simple. Most of the original blue side content similarly sucks (for different reasons), but the side content of blue side is IMO excellent and more than enough to take you through the game.I would like a little more evil on the Red Side. I want the detention cells in Arachnos bases full of innocent people, I want the down-trodden to look even more miserable than they would in Paragon. I want people snatched by the various baddies and actually converted (ie CoT, Coralax, Lost, etc). I want to see Arachnos soldiers actually laying the smack-down on any villain groups that get outta line like Longbow in Atlas. I would like some environmental dangers that appear from time to time, like lava from Mt. Diablo, or whirlpools off the coast of Sharkshead. Overall, I am beginning to feel that Red-Side is just Blue-Side with a different narrative and color scheme.
My level path for a hero is Atlas, Hollows, Faultline, Croatoa/Striga, RWZ/Cimerora with a TF/Ouro arc spliced in here and there. It's more than enough content and it's fun. You get the be the star, instead of someone's lackey.
And this is why I can't wait to move every single one of my villains to Paragon. Most as Rogues, but some as full blown heroes.

