EvilGeko

Forum Cartel
  • Posts

    4227
  • Joined

  1. This is an idea I'm asking the devs to ste...err borrow from Everquest 2.

    In that game, instances (best equivalent here are Task/Strike forces) have two bonuses intended to get people doing as much of a variety of content as possible.

    The first is daily doubles. In EQ2, we have a thing called void shards, which is effectively merits here. Every day there's a zone that gives double shards. The zones rotate on a set schedule. Now while I think double might be too much for City of Heroes (although a Dr. Q at over 200 might finally get me to run it! ), perhaps a bonus merits of about 1.25x to 1.5x.

    The second is hot zones. There rare loot drops with greater frequency. They don't tell us how much. Applied here, what if, high level (cap 50) TFs had an extra chance to drop either Pool C/Ds from bosses OR an enhanced chance of purples. NOT BOTH.


    Well that's the idea. Stealing a fun feature from other games. It does work, as you'll always see people posting for the daily double or hot zone in EQ2. I'm thinking that while some people won't run really tedious TFs for any amount of merits, it could make for a nice feature.

    OK guys, it's your turn to mock this idea and question my sanity for proposing it.
  2. OK fair enough guys, I'm man enough to admit my idea has too many flaws. Thanks for the comments.
  3. Quote:
    Originally Posted by macskull View Post
    The problem with PvP rewards is that it's just a carrot on a stick philosophy, in a manner of speaking. You can have all the rewards you want, but if the underlying system sucks, people won't bother. Apparently the I13 changes were supposed to pave the way for a "balanced" PvP rewards system, but that obviously backfired and it doesn't seem as though there are plans for anything to change.
    I don't disagree that the underlying system needs to be fun, but I'm at least trying to get people in the zone. Seriously, I'm personally in a chicken and egg situation with PvP. I don't PvP, because no one PvPs casually. I'm not super serious about it, I just want to have PvP be a PART of my normal play.
  4. Quote:
    Originally Posted by Hyperstrike View Post
    Some servers are deader than others. Go into an empty PVP zone, park, and collect merits.

    Also, collecting a purple roll for 25 kills? Come on! A bit of cooperation and you'd see hundreds of these purples generated.
    That's a fair beef, I don't have a good sense of what a fair price would be. I mean, if a lot of people started to PvP, you're right, the market would be awash in purples and that's not my intent.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    With your plan, I could have 4 PvP recipes every night while I sleep.
    How? I do realize that people could log off in a zone. But then people would have to leave them alone. Likewise, I guess people could log off in an Arena. I'm not arguing, I'm trying to refine the idea before I send it to the devs. And I'm not seeing how you could earn 200 merits every night. Unless I misunderstand the reputation rules.
  6. The idea behind PvP recipes is a good one. It's makes PvP more rewarding. But, ultimately, PvP recipes reward winning, which in and of itself isn't a bad thing. It isn't, however, the best thing way to get people to PvP. PvP is fun, but it requires a VERY thick skin and a competitive spirit which not everyone has. PvP in this game is also unfair and always will be. There are too many variables for it to ever be "fair". Now, I don't think this is a bad thing, I just think it limits folks desire to engage in PvP.

    I was thinking about how to get folks (including myself) into PvP. I started down this path because I've been playing Aion for the last month and PvP was a integral part of my playtime on the game. I really, really enjoyed it. Lost a lot, won a lot too. It was still fun.

    Here in CoH, I've tried to PvP, but I get bored because I'm frankly lazy. I need targets and action. Breaking up a fite club doesn't count! So I've been thinking how the devs can bri..err encourage folks to PvP. And I think I've come on it: PvP MERITS!

    HOW PVP MERITS WOULD WORK

    PvP merits would be earned in three ways:

    1) Defeating a player in a way that earns reputation (2 merits);
    2) Being defeated by a player where that player earns reputation (1 merit);
    3) Spending 30 minutes in a situation that subjects you to PvP (not hospital camping or death camping) (1 merit)

    This does not appear to be too farmable (everything is farmable, of course).

    HOW PVP MERITS WOULD BE SPENT

    20 Merits - Trial/TF roll
    50 Merits - Purple roll
    50 Merits - PvP recipe roll

    That's it! Only the really good stuff and only randoms.



    Well, that's my idea, you may denounce it and mock me now!


  7. Quote:
    Originally Posted by Another_Fan View Post
    You have to love the Ebil ones ability not to hear, or rather hear one thing and run with it to extremes. Its also kind of funny how they shoot themselves in the feet with a Gatling Gun doing it. Id be willing to go out on a limb and say the people that are using the term price cap actually mean fixed price store similar to the ones they buy common recipes, SOs, DOs, and TOs at. People don't care what you sell your goods at, they just want to be able to buy at reasonable prices. (Well most don't Ebil is hardly confined to the marketeers)
    Well outside of purples and PvP recipes, don't merits fill that need now? So how can that be what they are asking for?
  8. Quote:
    Originally Posted by Adeon Hawkwood View Post
    That may not be entirely true. One of the things meantioned in the link in the first page of this thread is:
    Saw that, but I'll bet you right now that any benefits will be extremely minor. I know this playerbase. They will not accept anything that limits their roleplay freedom.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    This doomcyring about the death of redside is even more stupid than the doomcrying about GR killing off AT X, Y and Z.
    Agreed. Redside has been dead for a long time.
  10. Quote:
    Originally Posted by Bionic_Flea View Post
    I think that several of my heroes will walk over the line to the Rogue Isles just to see what it's like. Get some different badges, try my hand at the RSF, stuff like that.

    They may not stay there, but I do think we will see a jump in "hero tourism."
    The good thing about this "Vigilante" distinction, is that there are basically little downsides of doing that. It's like sticking your toe it. You don't have to go completely bad, just bad enough to do the villain content and then leave.
  11. Quote:
    Originally Posted by Bill Z Bubba View Post
    As stated several times throughout the forums already... ummm, no.

    I spend 90% of my game time villain side now. That won't change. I'm not alone in this.

    But why do you spend 90% of your game time villain side? Unless it's for the content (which has been mostly stagnant since I7), there's no longer any reason to be there. ATs will not be limited by side anymore.

    But if you're still staying red side, to each his own. I can't wait to leave that depressing place, now more than ever. And if my villains can't redeem enough to use WWs then, I'm probably going to retire most of them, and just start any new villain ATs in Praetoria.
  12. Quote:
    Originally Posted by Effy_On_Malibu View Post
    They can't merge them even if changing sides is possible.

    The black market is just that, a illegal trade site only in the know villains know about, How can a goodie-to-shoes hero use it?
    How do we know Wentworth's gets all their goods legally?
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Looks to me like Paragon Studios just lost 2 sales on their product. My wife and I won't be buying Going Rogue unless/until the markets are merged. My semi-retired villians will be going into permanent retirement and may be heading to the trash bin.
    Besides agreeing with the Goat, I have to say that I'm on the opposite side of the fence with this Knight, but for the same reason.

    I WILL buy GR and I WILL move EVERY villain I have to Paragon. Come this time next year, I don't think I'll ever see the Rogue Isles again.
  14. Quote:
    Originally Posted by Thor's Assassin View Post
    Someone define "min/max" for me will ya?


    Still no clue what that means....
    All it really means is getting the MAXimum out of your character, for the MINinmum amount of "resources". Resources in this context meaning slots, enhancers, etc.

    When a lot of people here say they are "just-enoughers" that's really in the true spirit of min-maxing. I think many confuse min-maxing with powergaming, which is getting as much of the POWER!! as you can, whatever the cost.

    EXAMPLE: A powergamer might spend 500 million inf or more for 2% extra defense if it will get him or her to the soft-cap. A min-maxer might make a cost benefit analysis and be happy if they can get to 40% defense for the a much lesser price.
  15. Quote:
    Originally Posted by Abraxxus View Post
    None of my characters are min/maxed. I build for concept not "I need to wipe out as many enemies as fast as possible"
    Having played with you, I think that concept just so happens to intersect with "good" quite a bit, no?
  16. Quote:
    Originally Posted by LordXenite View Post
    Why thank you.

    Actually, I myself like the -Def and the KB, which is why I figured the -Res self-stacking should be limited to 35%, however, the -Res and -Def as far as I understand would stack on top of any other debuffs that someone else would cast, so it seems good enough in my opinion. Perhaps it'd be even better if PB's were able to slot -Res enhancements on some of their attacks...?


    Believe it or not, I actually like the KB too. It's annoying in some cases, but I don't think Castle will go for three secondary effects.

    Quote:
    I believe that would be contradictory to how I see Peacebringers so while I won't cry out against something like that, I won't hold my breath for it or otherwise promote it.
    It just seems like you're turning PBs into a sort of Hard-Light Traps Defender with these changes. The idea of a buff pet that gives PBs some extra team support doesn't seem out of character.

    In fact, I'm really liking what your suggestions would do. PBs as a tough as nails, Defender would be awesome IMO. Leaving the Control/Blaster to Warshades. Of course, with the forms retaining their Blaster/Tanker abilities, I don't think this would change the character of the AT too much.
  17. Quote:
    Originally Posted by LordXenite View Post
    [FONT=Verdana][LIST][*]Remodel Reform Essence so that it has a healing aura component that works like the Empathy/Radiation AoE Heal, thus leaving Restore Essence to heal the PB by a large amount of HP and the team around it by a modest amount of HP.
    Excellent idea.

    Quote:
    [*]Add a self-stacking -5% Res effect to each PB attack power, across all forms, but with a ceiling of -15% Res. If the PB uses Chance for -Res in their slotting, that effect will stack on top of the normal -Res so essentially PB's could reach -35% Res in some cases.
    Better idea, but I don't think the stacking should be so limited. I think instead simply removing the -defense (or the KB!!) would be preferable.

    Quote:
    [*]Replace Glowing Touch with a location-based pet that buffs endurance recovery and overall defense for everyone around it but the PB itself. The buffs are minor and cannot be enhanced but the pet itself cannot be attacked and is on a long cool-down that can be brought down with -Recharge slotting.
    How about a PB style version of Force Field Generator? PBs have the seeker drones, making them the "Light Traps" set would be cool. Hell, 7.5% defense (which is about what it would be) isn't going to break anything. And goodness knows PBs need something.
  18. Serious question. Among the denizens of "JFA2010" and its predecessors who make up the majority of people I play with, I never see any of the powersets that people seem to talk about a lot on these boards.

    For example, Energy Blasters. I can't remember the last time I've seen one. Now Archers, Ice men and Fire gals, I see them all the time. Likewise, the horror stories people tell about PUGs just seem to be totally absent on this server.

    On information and belief, I think several of the devs play here.

    Is Justice heaven?
  19. Quote:
    Originally Posted by Captain_Photon View Post
    I don't think that last part was always consistently true, but it's been a long time, because we haaaates it so much.
    Naw, it's always been in Peregrine. You have never had to zone for this mission.
  20. Quote:
    Originally Posted by LordXenite View Post
    Agreed.

    To speak more precisely on the matter of new ATs' though, if an AT comes out fresh from the Devs' and all (or most) of its inner-workings are passives (all normal or stronger modifiers without any obvious weaknesses) my interest in this AT will probably be lowered by that fact. I suppose I'm simply the antithesis to EvilGecko at least on this issue. For a character to feel fun for me, I need to feel my characters succeeded because of my actions, not despite them.
    Actually, SoA having a 1.0 HP modifier is an obvious weakness. Very much so. It's actually given me a lot of trouble in taking on AVs like Indigo who can hit for more than that. She gets lucky, Foxy Widow (my NW) dies.

    But again, the only thing I find offensive here is that you and PrincessDarkstar seem to think that just because someone doesn't like your beloved Kheldians, they must only care about effectiveness. It's a shabby and baseless argument. But then what can you do when you don't have facts or reason on your side?
  21. Quote:
    Originally Posted by Ms. Mesmer View Post
    Invisibility or high defense so you can click the glowies and ignore the mobs. SR, PFF or the like will have it pretty easy.
    Level 40+ mission means carrying 16 lucks is no big deal. So long as you remember that it's coming this mission is a snap.

    Ignore the mobs till you get to the glowie, pop 4 lucks, click glowie, move on.

    I'm proud to say, I've beaten this mission, plenty of times. Best record is doing it with 4 min. to spare.
  22. Quote:
    Originally Posted by JuliusSeizure View Post
    But here's the deal. The existing AT structure for Scrappers denies criticals from their secondary. This is universal and across the board. Whether it's fair or not is a separate debate-- but that IS the current AT structure, and a Shield Charge without criticals adheres to the way the current Scrapper AT plays.
    And Shield Charge with a 400% damage cap does as well.

    Quote:
    Having isolated skills that are pseudo pets and don't follow existing AT rules is completely different.
    No, it's really not. It's well known that there are exceptions to AT "rules". Scrapper secondary attacks is one of them. There's no justification for that exception given that pools crit, but it's still there. Likewise, Brutes have this exception that they are stuck with.

    Quote:
    Shield Charge and Lightning Rod are two notable exceptions to a rule that applies to all Brute damage skills. That is that there is an 850% damage cap, and they are all affected by Fury.
    Right. But just because it's an exception doesn't mean it should be changed. LR and SC do a very respectable amount of base damage. How do we know that Castle didn't set the damage scale where he did with full knowledge that Brutes (and to a lesser extent Scrappers) can't enhance the things as well as they could with other attacks?

    Quote:
    There's no reason that a Brute player should have to hit Build Up and unknowingly have it add no damage to their Shield Charge simply because it's one of two skills that ignores what everything else in the AT does properly.
    Well, there are a lot of things that happen in the game that those who don't know the mechanics don't know. For people who really care, they'll figure it out.
  23. Quote:
    Originally Posted by JuliusSeizure View Post
    Scrappers have never received criticals from their secondary. Whether they should or should not receive criticals is a completely different debate and has no bearing on specific skills that break the existing AT format.
    I don't agree. I think it's exactly the same question you posit.

    Quote:
    This is about having skills operate as expected within the existing AT structure and not being an exception due to being coded as a pseudo pet.
    Scrappers have criticals as an inherent power. Several Scrapper attacks do not crit, although they are clearly Scrapper attacks. Why? I don't know. It's an exception probably based on the fact that they didn't code it into Dark Armor when they added criticals and they wanted to stay consistent when they added Fire, Shield and Electric.

    It's an idiosyncrasy with the AT. It will probably never be fixed because Scrappers don't need the buff. Likewise, neither do Brutes. I'm not saying that what you're arguing is unfair, it is fair. But then so would allowing Consume, Burn, Shield Charge, Death Shroud, Lightning Field and Blazing Aura to crit. And for the same reason you state above. It's about having skills operate within the existing AT structure. You know, the one where Scrapper attacks crit.
  24. Quote:
    Originally Posted by JuliusSeizure View Post
    Umm no. Quills, a damage aura for a Scrapper primary can critical. Blazing Aura, Death Shroud, and Lightning Field for Scrapper secondaries cannot.

    Criticals are tied to the Scrapper primary damage skills and not secondary damage skills. Lightning Rod should critical for Scrappers and Stalkers. Shield Charge should not.
    Then perhaps the same distinction should exist for Brutes. Brute secondary attacks probably shouldn't benefit from Fury, no?