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Posts
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Joined
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Dammit! Too many good games! Gah!
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This is the PvE version of a mind/fire dom build I am looking at. I like to think I have it pretty well sorted out, but Im always looking for advice and input from my fellow players.
One thing in partiuclar that bothered me - althought he buildis meant to be mostly a ranged affair I might have liked to find place for Incinerate.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Anastacia: Level 50 Magic Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Mesmerize -- FtnHyp-Sleep:50(A), FtnHyp-Acc/Sleep/Rchg:50(3), FtnHyp-Acc/Rchg:50(43), FtnHyp-Sleep/EndRdx:50(43), FtnHyp-Plct%:50(46)
Level 1: Flares -- Acc-I:50(A)
Level 2: Dominate -- UbrkCons-Hold:50(A), UbrkCons-Acc/Hold/Rchg:50(3), UbrkCons-Acc/Rchg:50(17), UbrkCons-EndRdx/Hold:50(17), UbrkCons-Dam%:50(19), G'Wdw-Dam%:50(19)
Level 4: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rng:50(5), Posi-Acc/Dmg/EndRdx:50(7), Posi-Dam%:50(15)
Level 6: Confuse -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(7), Mlais-Acc/EndRdx:50(36), Mlais-Conf/Rng:50(37), Mlais-Acc/Conf/Rchg:50(37)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Fire Blast -- Apoc-Dmg:50(A), Apoc-Acc/Dmg/Rchg:50(11), Apoc-Acc/Rchg:50(11), Apoc-Dmg/EndRdx:50(13), Apoc-Dam%:50(13), Decim-Build%:40(15)
Level 12: Hover -- LkGmblr-Rchg+:50(A)
Level 14: Fly -- Zephyr-ResKB:50(A)
Level 16: Swift -- Flight-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), Efficacy-EndMod/Acc/Rchg:50(21), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(46), Efficacy-EndMod/EndRdx:50(50)
Level 22: Combustion -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(23), Armgdn-Acc/Rchg:50(23), Armgdn-Dmg/EndRdx:50(25), Armgdn-Dam%:50(34), Oblit-%Dam:50(36)
Level 24: Mass Hypnosis -- CSndmn-Acc/Rchg:50(A), CSndmn-EndRdx/Sleep:50(25), CSndmn-Acc/EndRdx:50(37), CSndmn-Sleep/Rng:50(40), CSndmn-Acc/Sleep/Rchg:50(40)
Level 26: Terrify -- U'spkT-Acc/Rchg:30(A), U'spkT-EndRdx/Fear:30(27), U'spkT-Acc/EndRdx:30(27), U'spkT-Fear/Rng:30(29), U'spkT-Acc/Fear/Rchg:30(34)
Level 28: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 30: Total Domination -- BasGaze-Acc/Rchg:30(A), BasGaze-Rchg/Hold:30(31), BasGaze-EndRdx/Rchg/Hold:30(31), BasGaze-Acc/EndRdx/Rchg/Hold:30(31)
Level 32: Mass Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(33), CoPers-Acc/Conf/Rchg:50(33), CoPers-Acc/Rchg:50(33), CoPers-Conf/EndRdx:50(34)
Level 35: Telekinesis -- EndRdx-I:50(A)
Level 38: Blaze -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(39), Decim-Dmg/Rchg:40(39), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)
Level 41: Charged Armor -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(42), ImpSkn-EndRdx/Rchg:30(42), ImpSkn-ResDam/EndRdx/Rchg:30(42), ImpSkn-Status:30(43)
Level 44: Surge of Power -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-Status:30(46)
Level 47: Summon Guardian -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(48), ExRmnt-Acc/Dmg/Rchg:50(48), ExRmnt-EndRdx/Dmg/Rchg:50(48), S'bndAl-Dmg/Rchg:50(50), S'bndAl-Build%:50(50)
Level 49: Stealth -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Domination
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[u]Set Bonus Totals:[u]<ul type="square">[*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]2.5% Defense(Energy)[*]2.5% Defense(Negative)[*]1.25% Defense(Ranged)[*]4.5% Max End[*]2.2% Enhancement(Terrorized)[*]54% Enhancement(Accuracy)[*]123.8% Enhancement(RechargeTime)[*]5% Enhancement(Sleep)[*]6.5% Enhancement(Confused)[*]103 HP (10.1%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 17.5%[*]MezResist(Held) 17.5%[*]MezResist(Immobilize) 20.3%[*]MezResist(Sleep) 21.9%[*]MezResist(Stun) 17.5%[*]MezResist(Terrorized) 17.5%[*]24.5% (0.41 End/sec) Recovery[*]42% (1.78 HP/sec) Regeneration[*]9.14% Resistance(Fire)[*]9.14% Resistance(Cold)[*]2.5% Resistance(Negative)[*]5.5% XPDebtProtection[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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[ QUOTE ]
If the game weren't in such a state one should never have to point out that their mission "isn't for farming purposes."
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Umm... Im sorry you havent noticed this beforenow, but even when you dont farm them, missions, and enemies, give rewards. XP, salvage, recipees. Tickets instead of the latter two of its an MA mission. Even when you're more interestd in the story than the tangible benifits, you sill GET the tangible benifits.
AS noted earlier, the system of recieving a reward in the form of XP, and ussually loot, for killing bad-guys and completing tasks, is common to every RPG ever made. It is a basic assumption of RPGs. In fact, it is a big part of what seperates an RPG from an adventure game.
Providing a disclaimer to the effect htat you intend to ignore this assumed MO is not just for the benifit of farmers (althoguh there's nothing wrong with being polite to farmers too), but for the benifit of eveyrone who has ever played any RPG before. -
Im not certain I quite get the punchline you set up for the first one, Hypocratic oath. All I see are a series of council mbos standing around on a generic streat corner.
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I like to have control over the things i am responsible for. I never choose a random map for a mission in an arc I'm designing, as I can't be sure that my objectives will spawn where I intend them to.
What are random maps good for?
Eco.
[/ QUOTE ]
Hypothetically, the only thing I can think of is if you are tryignt o maximize the re-playability of a particular piece of content. This will only rarely come into play, since story driven MA arcs are interesting for their unique stories, not for their tactical aspects, and once you have been through the stoyr once, there is little motivation to go through it again; and, of course, farm missions on the other hand, are not meant to be interesting but rather yield maximum reward/time, with their total predictability being part of the reason they can be done at great spead but simultainiously with great safety.
There are very few missions I have found that seem to try to stand on the merits of the high level of challenge and/or unique combat experience they provide. Even fewer succeed to such a degree that I would want to play through them again and again.
And even if I did, changing the map layout form one run through to another is a very minor variation in the game-playe xperience, at least for a veteran player who more or less has all the layouts memorized.
The other thing it would be good for is, of course, laziness on the party of the mission creator. -
[ QUOTE ]
Post Deleted by Moderator_08
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Bless your devious heart sir! Although ironically, my completly blatent farming mission started racking up badges for play-throughs and positive ratings within half an hour of being published, while my original, story-oriented, extremely challenging arc has yet to be reviewed even once (I have no way of knowing for certain if anyone has even played it). Anyhoo, that little piece of irony not withstanding, I think i will do exactly as you suggest from now on. -
I haver had a similar experience. My own first arc (To Save a Single Life - feel free to try if if you're looking for what I like to think is a decent story and VERY tough challenge) has experienced similar problems. Sometimes it will be unplayable for no apparent reason, despite a complete lack of error messages - I would like to be able to check it for bugs when this happens, but I cant even try it on test mode). Then, also for no apparent reason, it will magically start working again, and a play through will reveal no apparent problems. After weeks of tinkering with it trying to find what tiny flaw both I, and the automated error-detecting software, have missed, I have given up, and resigned myself to this as just another fact of life in the QoL-bug-plaged world fo CoH in general, and the MA in particular.
If you do learn how to fix it, please feel free to let me know! I would be much obliged. -
On another note, I will add my voice to the general consensus that while this fellow seems to ahve taken things rather personally, if your arc provides few or not measurable rewards, you should clearly state this in so many words. I have played many arcs that are 'short and silly' - in some cases, the comedy even came close to being funny - but all of them gave tickets, influence, and would have given the generally expected amount of XP if I werent already 50th level.
Recieving rewards for compelting content is a basic underlying assumption of every RPG ever made in any medium or genre. If you intend to violate it, it is only common courtesy to make certain people understand that before getting involved. Just as it is commong courtesy to inform people if your custom mobs are especially difficult, or your mission is filled with archvillains. -
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QR
Why would someone think AE missions gives merits? Should have told them to learn how to play, only TF's give merits.
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Lrn 2 pl4y, n00b: Hamidon raids give merits too (and so do Rikti raids - they're just Vanguard Merits instead of Reward Merits). So does completing story arcs.
You're right - I DO feel better! -
That makes more sense, Dinah. I am still deeply annoyed, but at least its a reasonable explination.
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I am always looking for team-mates! My contact information is in my signature. Look me up.
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Seriously? I am really starting to hate this crusade the devs are on.
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Gee, dont everyone answer at once.
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The title moer or less says it all. Where in the labrynthyn files of the mission architect can I fidn the unique oranbegan temple map with the spiraling cave beneath it used in the final mission fo Ice Mistral's Strike force?
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there are better ways to craft challening (in some cases, EXTREMELY challenging) mobs with MA than just setting all spawns to be bosses and calling it a day.
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Ahh, good old ultima online. i actually love the way the skill system is set up, and even befor ethe various changes that have made skill gains come much faster than in the old days, I find its easy to reach max skill level. Unfortunatly these days teh game has more grind to it than it used to thanks to the more recent (comparatively) addition of artifacts. Fortunately I play on Siege, and as much as it annoys me sometimes, there's nothing like full loot PvP to keep the prices of uber-gear in check. But I digress.
[/ QUOTE ]
Allow me to digress too....
It's nice hearing from someone who appreciated that system as much as I did. It felt natural, even if it was grindy. I was so sad when they broke the world into two instances, one with PvP and one without. As much as I hated being ganked, some of the best times I had were hunting down those PKers with other people. I remember getting killed by someone once using the paralyze/Corp Por combo. I was playing later with my more experienced character (a VERY fast katana-weilding fighter) when I came across him in the woods. We both stopped and stared at each other, and simultaneously started attacking each other. I ran for him while he started casting. What a rush it was to constantly interrupt his spells (katanas are FAST when you have 100 dex), and to see him continually try to recall. He got away, but not without a lot of sweat.
I loved that natural feel to the game. It was so exciting to be in a virtual world with all of those other people. Considering all of those other games didn't exist, it was a whole new genre. Very exciting times.
I've actually been considering starting the account back up again, though I think my old account was deleted. I couldn't reactivate it as the server said it didn't exist. I had kind of hoped my characters would still be there. I still may do that this weekend though and try making a new character. I don't know if I'll use Seige Perilous or not, it was always a very difficult server to play on, but I may do it just for a change of pace.
anyway, back to our original discussion....
[/ QUOTE ]
Trammel was a good decision at the time, when it appealed to a lot of their base. But now the more content oriented casual players, and hardcore PvP-is-evil storyteller types ahve all moved on to other games, while the ones who stayed (and the slow trickle of new recruits that still come in) are people who are attracted to the open world, sand-box, player-driven nature of the game. So for them, the duel worlds are not so good, but at this stage it would be impractical in the extreme to remove trammel from existing servers.
This is why I play on Siege Perilous - no Trammel there! Of course, Siege still has full player looting, which I like a lot less, but them's the breaks. I will say one thign for it - nothing cuts down on godmoding douchebags, like knowing that if you can just beat them and take their stuff if you ever have to prove their true (lack of) power to them.
I seriously msut say thought aht the game is a lot less grindy. I can get a character to max skill level in well under a week now-a-days. -
Ahh, good old ultima online. i actually love the way the skill system is set up, and even befor ethe various changes that have made skill gains come much faster than in the old days, I find its easy to reach max skill level. Unfortunatly these days teh game has more grind to it than it used to thanks to the more recent (comparatively) addition of artifacts. Fortunately I play on Siege, and as much as it annoys me sometimes, there's nothing like full loot PvP to keep the prices of uber-gear in check. But I digress.
There are essentially 2 definitions of grind in my experience.
One is any repetative task you perform that gives you in-game rewards. By this definition, as someone noted earlier, ALL MMOs are grindy (and so are a lot of other RPGs for that matter). The names, and faces, and storyline souveneers may change to protect the innocent, but in every MMO from ultima to now, and certainly in city of heroes, the basic formula for doing missions and killing bad guys knows only so much diversity. Some games do a better job than this one of coming up with different sorts of tactical scenarios, and enemies with unique abilities that makes it different to fight them than the last group. Some do significantly worse, let it be noted. But play any MMO long enough I gaurantee you will reach the point where one missions starts looking a lot like every other from a tactical standpoint.
The other definition is any repetative task that you perform solely for the in-game rewards it gives you. Obviously there will always be people who do this because they want to find the tactic that maximizes their material gains over time in an absolute sense, and sometimes Im one of them. But this can be at least partiallya voided by having interesting content to go with the strictly tactical aspects of your mission. Not everyone is a roleplayer, but almost everyone has more fun when they feel as if they're actually participating in some sort of meaningful plotline as opposed to just killing yet another computer generated bad guy because thats how the game works. City of Heroes has gotten a lot better at this over the years. When it first started out, it had a lot of repetative filler missions that seemed to serve very little purpose in the story arcs they were part of other than to make you go beat up yet another warehouse full of guys before getting to the bossfight. As time's gone by, however, the design of missions has improved significantly to the point where I rarely, if ever, feel that a mission is boring and pointless, and wish I could jsut get it over when doing most of the more modern content.
On another topic, its also been suggested that CoH is more grindy than some others because it offers less reward at each power level than some RPGs, meaning that it even when you level it can feel as if you're not erally getting anywhere. This is not a bad point. You only get new powers once every 2 or 3 levels. Enhancers are great, but depending where you put them, they may not improve your performance in a way that is dramaticaly aparent - that makes you go "wow, badass!" and feel, emotionaly, as though you've gained something for your efforts over the past level even if you know intelectually that they're doing good. The gear system in this game is simialr, actually. Any individual IO set, even the ultra-rares, and the new PvP IOs I keep hearing about, only add a small benifit - one that will hardly be noticed in and of itself. Its only when you have many of them all slotted and stacking effects with each other, and look back and compare your performance ot how it was when you first hit 50, that you realize the difference they make. Hence, ti DOES often feel as if its taking you a lot longer to see a serious improvement in character performance than you could get for similar effort and similar rewards in other MMOs. The question is: what can be done about this? Not a lot. The power/enhancement setup of the game's design is quite possibly the most fundamental aspects of City of Heroes game-play. To change it would essentially require programing a completly new game. We can hope that this is something that the developers of other superhero MMOs will take into consdieration, and the developers here at Paragon Studios will remember if ti ever comes time for City of Heroes 2, but there's not much that can be done to remedy this aspect of the problem hear and now except to create more polished, interesting content, and hope it makes up for it. -
Also, on another, related note, there's a lot of hyperbole thrown around about how, "people are leaving in droves", or how the "obvious fact" is that the old system would have been worse. There are arguments to be made on both sides, and personaly Im sympathetic to the latter view, much I dislike the nerfs personally, but I really challenge either of you to provide any actual evidence to backup your bold staments. How many people have quit as a result of these nerfs? How many would have quit if they weren't made? Most importantly where are you getting your numbers from? If you are unable to answer all of those questions clearly and verifiably, then you have no business making declarative statements about what the "obvious" state of the game is.
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Im not sure I agree with this doomsday scenario of yours Backfire, but even if I did, the fact remains that he has a point. The frequent complaint that farming is wrong because the fact that people farm means that less of them are joining or starting the kind of (non-farm) teams that YOU like is a fundamentally selfish one. It is eerily reminiscent of the complaint that many of these same sorts of community members leveled against the old cryptic development team - that they were punishing people for having fun 'the wrong way'.
If you want to argue taht achieving higher levels faster and easier is bad for the game's long term survival, thats one thing, and Stapler is certainly not doing a sterling job of making the oposite argument. Indeed, this line of thinking, although Ive never been entirely sold on it, is really the ONLY legitimate complaint about farming. But dont try adn tell me that when someone whines about how people advertising for farm teams annoys them that they're doing it witha long-term opertunity-cost analysis of the game's future viability in mind. They're doing it because it anoys them that people aren't playing the game the way THEY think is fun. But Ive got news for you - I know quite a few people (not people I ahve a lot fo respect for, but they're out there, and they pay their fees the same as you and I) who find in-character, story-driven teams rediculous and deterimental to /their/ fun, and wish that people would stop forming them so they'd never be "tricked" into joining one again. -
[ QUOTE ]
I dedicate this post to anyone that has tried repeatedly to accomplish the MoSTF with less than favorable results and to anyone that has actually lived through a succesful one and still has their sanity.
[/ QUOTE ]
How tempted will you be to find me and murder me in my sleep if I tell you Have never /failed/ an attempt at the MoSTF? *le grin* To be fair, Ive only actaully gone for it twice (though I really have to get to it on my new main sometime just as soon as i put a decent team together). -
Also: it is ture that a Sufficeintly Advanced Alien can substitute for magic in terms of omnipotatn plot device. As J. Michael Staczynsky once said when asked how Vorlon and Shadow tech worked, "I dont know - if we understood how it was possible it wouldn't be freaky alien superscience, would it?". People generaly expect science explinations to make at least some attempt to be remotely plausible, even if its only with a vague nod to uterly unproven quantum theories taken out of context. With magic people are just much more ready to accept the "I wave my hands and fix it" approach to getting out of a plot-point nobody especially wants to be in.
Of course, as the man said, with great power, ECT. I find one of the hardest parts of playing a sorcerer supereme type is restraining said versatile omnipotance - after-all, most people do not WANT you to wave your hands and fix their charcter's problems for them in 3 seconds cold. Finding that line between helpful mystical walking plot device, and annying godmoder can sometimes be tricky. -
My first and favorite comics were Doctor Strange, and the Mighty Thor, in that order. Ive always dug the magic angle. In fact, these days, im a much bigger fan of modern fantasy than the traditional swords and sorcery variety, if truth be known.
That all being said, i agree with you. Cross cannon characters annoy me, and few more so than those who are obviously lifted directy from somebody's D&D campaign (the WoD fanboys annoy the hell out of me too, but they, at least, have SOME measure of cover, since like Vampire: the Angst, or whatever its calling itself now Paragon City/The Rogue Isles are also a modern setting; D&D/WoW ripoffs on the other hand, are not JUST using/imposing-on-eveyrone-around-them a different, possibly contradictory cannon, they also tend to be blatently out of place in a modern superhero venue).
Also, do I win for longest parenthetical statement, or what?! -
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It used to be pvp'ers that were the source of all evil in the game. The devs took that opinion to heart and ran them all out of the game.
Now it is the farmers that are the source of all evil and the devs are making a stand against them.
The farmers know that to kill them they need to drastically alter the game. Which, unlike the pvpers they were able to kill by changing all the rules in their confined zones and dropping a chemical weapon in there. It has no impact on pve.
The war against farmers will be long and bloody. There will be many casualties and the collateral damage will be extensive.
[/ QUOTE ]
In my opinion, this was an extremely ignorant thing to say.
PvPers the root of all evil in the game? Are you kidding me? Just because somebody plays the game differently than you does NOT mean that they are evil.
The same goes for farmers. Some people just enjoy the game in different ways. This does NOT make them evil.
[/ QUOTE ]
I dont think he was arguing that that was TRUE (that PvPers - o0r farmers - really ARE the root of all evil), but rather that the widespready propagation of this belief by a vocal minority fo players who domianted many parts of the official message-boards has helped inform the developers decisions on the topic, driving them first to turn away from developing PvP, and now to hit farmers with the nerf-bat (and, in some cases, the even more feated ban-hammer).
This perception may be partially accurate. there is no denying that developer interest in the PvP game waned for many years after it failed to atain anything resembling widespread popularity amongst the player base, and many in the community complained, in most cases with some legitimacy, about changes made for PvP reasons that affected their PvE performance.
However, I am inclined to believe that, whether you think it succeeded or failed miserably, the recent change to PvP was a genuine good-faith effort on the part of the developers to both revitalize PvP, and also ensure that PvP could be balanced without affecting the PvE game (enabling them to finally keep the promise they made oh so long ago when PvP was first introduced).
The outcry of members of the community undeniably plays a role in their desire to end farming too. Mr. Miller (AKA Positron) has, in fact, said as much in so many words. But I hardly feel that is the ONLY reason, and almost certainly not the most important.
[/ QUOTE ]sweet, nice talk.
can you give us the reason, in 1 short sentence?
i got mine , very short.
Money/jobs/economics.
What is yours?
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Obviously, I quite agree with you. Paragon Studios are a corporation, and like all succesful corporations, they have only one priority - to maximize profitability of their business (game companies do come along sometimes that place making whatever they subjectively feel is a fun game ahead of maximizing their revenue, but fi you can't think of one, dont feel bad - thats because, for better or worse, theyre almost all out of business).
If Paragon Studios are cracking down on AE farming it must be because the fealt that it would gain them more subscriberst han it lost them - or at least that it would loose them less subscribers than they would loose if they allowed the previous situation to continue.
The repeated, and, shall we say, enthusiastic complaints of many forum-goers may have helped contribute to that decision on their part, but the developers cetainly have access to far more reliable sources of information as well, and at least some experience in gauging the reaction of their player base, and if those sources and that experience had been at odds with the outraged cries of CoHs dedicated forum-warriors, then I tend to think they would have left people to their own devices.
Whether they made the correct decision is another matter. I think they probably did - as much as I wish this were a different kind of game that could better support a rush to the endgame, and a different kind of community that wasn't so concerned about one another's business, neither of those things is true. But even if you feel otherwise, I agree that right or wrong their criteria for making this decision was that they believed it would induce the maximum number of players to continue playing the game for the maximum amount of time. -
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J'ai un blaireau enragé dans mon pantalon, et il est d'attaquer mes parties génitales! Aider! Aider! Il n'y a aucun espoir pour moi, courir pour votre vie!
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Ci il n'ya aucun espoir pour toi, comment est-ce-qu'on peut t'aider? -
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It used to be pvp'ers that were the source of all evil in the game. The devs took that opinion to heart and ran them all out of the game.
Now it is the farmers that are the source of all evil and the devs are making a stand against them.
The farmers know that to kill them they need to drastically alter the game. Which, unlike the pvpers they were able to kill by changing all the rules in their confined zones and dropping a chemical weapon in there. It has no impact on pve.
The war against farmers will be long and bloody. There will be many casualties and the collateral damage will be extensive.
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In my opinion, this was an extremely ignorant thing to say.
PvPers the root of all evil in the game? Are you kidding me? Just because somebody plays the game differently than you does NOT mean that they are evil.
The same goes for farmers. Some people just enjoy the game in different ways. This does NOT make them evil.
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I dont think he was arguing that that was TRUE (that PvPers - o0r farmers - really ARE the root of all evil), but rather that the widespready propagation of this belief by a vocal minority fo players who domianted many parts of the official message-boards has helped inform the developers decisions on the topic, driving them first to turn away from developing PvP, and now to hit farmers with the nerf-bat (and, in some cases, the even more feated ban-hammer).
This perception may be partially accurate. there is no denying that developer interest in the PvP game waned for many years after it failed to atain anything resembling widespread popularity amongst the player base, and many in the community complained, in most cases with some legitimacy, about changes made for PvP reasons that affected their PvE performance.
However, I am inclined to believe that, whether you think it succeeded or failed miserably, the recent change to PvP was a genuine good-faith effort on the part of the developers to both revitalize PvP, and also ensure that PvP could be balanced without affecting the PvE game (enabling them to finally keep the promise they made oh so long ago when PvP was first introduced).
The outcry of members of the community undeniably plays a role in their desire to end farming too. Mr. Miller (AKA Positron) has, in fact, said as much in so many words. But I hardly feel that is the ONLY reason, and almost certainly not the most important.