Garielle

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  1. Quote:
    Originally Posted by DaerogMornaur View Post
    Two huge problems I see... one you said you could leave team to help kick butt int he mission if the others agree.... well then you have to remove the bug where if you leave team and people use an elevator or such that it kicks you. or the ones with the timer limit when you leave team before your kicked.... Once you do these then I see the super-sidekicking work.... if nto then you just screwed alot of people over. I personally am not a farmer but I do see some serious flaws in the whole concept of your super-sidekicking.
    The original post already said they were examining better solutions to that. Also, you said you saw two huge problems, but you only listed one in your post. Did you change the your mind and decide the second is not a problem?
  2. Quote:
    Originally Posted by BurningBear View Post
    Well, this is mostly good. But, is there a way to turn it off?

    I hate, hate, hate the mission arc (and it's a whole arc) REQUIRED to get into Cimerora (I'm looking at you Lady Jane, you suicidal witch! I've even created rotating binds for taunts to her about her boyfriend to give her a reason to kill herself to use if I'm on a team.)

    So I usually join a high level guy with a low level on another of my accounts and rush throught the low levels missions until you craft the Rikti cure, to get 2 of my guys access quickly at the same time. Usually when I am invited to an ITF and I'm on someone that doesn't have access because I hate the arc so much.

    So will this still be possible? Or will every one of my characters be forced through this tedium where I'll be wanting to off myself with Lady Jane?
    From what I understand, and I will quote the original message that leads me to believe this below, it will be possible. The process will be somewhat clunky, but it can me done, and they are actually looking into solutions which will be less clunky.

    What you will need to do is team with the higher level toon, enter the mish, have the higher level toon drop from the team and start slaughtering. Reteam just before completing the mish, and cheer as the "Mission Completed" flashes across the screen.

    As for Lady Jane, just be thankful even if she dies (and you fail the mission), you still get credit for completing the mission and carry on with the rest of the arc with no penalty except a loss of the mission bonus.

    Like I said, it's clunky at the moment, but they are hoping to find some other solution.

    Quote:
    Originally Posted by Positron View Post
    Next is the fact that sometimes you just want to un-exemplar and kick some butt, especially when things look bad for the team. If you leave the team you will automatically start fighting at your superior level. This will enable you to save your team’s bacon at the cost of eating up any of the rewards they might have earned for those guys you defeat.
  3. On deeper thought on this topic I did think of something that may well work very well for WoW. Some sort of "PvP Viewer". A completely separate client which would allow you to look at the action on any of the PvP playfields. It could work either as a romaing viewpoint (like Observer mode in the CoX arena), fixed points of view that the viewer could switch between, or from the point of view of the players, with the viewer able to tab between the players.

    This would promote the PvP aspects of the game to those outside the game, and tempt them to come in and play.

    There is one SERIOUS issue with this, and it is an issue. They would need to come up with some way to ensure that someone could not be connected from both the game client and the PvP viewer--other than IP address--at the same time. Otherwise, people would use it for rampant cheating. In WSG and can't find the flag carrier, open up the PvP viewer and just tab to the flag carrier's point of view. "Oh! There she is! Quick guys, over here! She's by herself!"

    For those that are wondering "Why not just use the IP address?", the answer is simple. In today's WiFi world, an application like this would be wasted if you couldn't get to it from your high end phone. There would be versions for the iPhone and any other phone they could manage one for. The phone would have a different IP address, so a simple IP address check wouldn't work.

    Even simpler.... you're playing on your PC. You fire up your laptop and hook up to your NEIGHBOR'S wireless connection. Your neighbor has a different IP address than you. Once again, you're in.

    Now, one way this could work is very simple indeed. The viewer is delayed 10 min. What you see happening in the viewer actually happened 10 minutes ago. This would make any information it had useless for the purposes of gaining any advantage on the battlefield.
  4. The only issue is that Blizzard would have no incentive to do this. More targets for PvP isn't enough incentive. They aren't short on PvPers.

    On the flip side, a good number of WoW players are there especially for the PvP. If this were done, they would have no need to continue to subscribe. They could simply cancel their subscription, and continue to do what it is they love best for free.

    In some games, this may be a viable option. With WoW actually being heavily geared to encourage PvP, they are not one of them.
  5. Level Range: 1-15
    Alignment: Villainous
    Missions: 5
    Length: Very Long (According to MA Terminal)
    Groups: Longbow, Paragon Police

    Story Summary:
    A team of Longbow agents has infiltrated an Arachnos Base. Dukardugos, an Arachnos Crab Spider and leader of a group known as The Alpha Contingency, asks you to go in and reclaim the base. While cleaning out the Longbow trash, you realize they have used a computer terminal to send some sort of transmission. You wisely grab a copy of the security logs and return to Dukardugos.

    This begins your journey to learn what the Longbow Agents were after, a journey which takes you into a 2 different Longbow bases, an office building in Atlas Park, and to the very streets of Paragon City, where you must face your final foe, a Corruptor who has switched teams and is now working on becoming the newest member of the Freedom Phalanx.

    Author's Notes:

    This is a brand new arc that I just released earlier this week. Unlike the hero arc, this one does include a single custom EB in the last mission. In order to keep the arc solo friendly, an ally is provided to aid you in defeating her.

    This entire arc can actually be run somewhat quickly because the only mission requriing you to clear all opponents is the first one, which is set on a very small map. Experienced players should easily be able to clear this one in under an hour. Because a couple of the maps used are actually random, the time can vary from run to run due to the location of mission objectives shifting.
  6. Level Range: 1-10
    Alignment: Heroic
    Missions: 5
    Length: Very Long (According to MA Terminal)
    Groups: Snakes

    Story Summary:
    A team of Longbow agents has broken contact after being dispatched to investigate a disturbance at an office in Atlas Park. You are sent in to rescue them. When you get there, you find the Longbow agents have been pinned down by Snakes. You rescue the agents, one by one, and with their help, you manage to dispatch the snakes.

    From there, the story takes you to four other locations as you investigate how the snakes came to be in Atlas Park, and what they are up to. In the end, you face the leader of this group of Snakes, a large, ugly, Cobra named Slither.

    Authors Notes:

    This Arc was the first arc I wrote with the MA system, and has actually been around, in one form or another, since beta. It was originally titled "Snakes on a Train". It has been revamped and improved several times based on comments received from players.

    This is meant to be an alternate starting arc for heroes. As such, the difficulty level in most parts is not very high. There are no EBs or AVs. If you are looking for quick, easy, powerlevelling this is not your arc.

    While the MA system classifies this arc as very long, the only really time consuming missions are the 3rd and 4th missions in the arc. Each of these probably take 15 to 20 minutes, just because of the nature of the maps and the objectives. Only two missions in the arc (the first and the last) require clearing the map. Neither of these maps are very big at all, and in the first mission you have a significant amount of help.

    Still, I would estimate 1.5 to 2 hours to run this arc straight through. Of course, I tend to take things a little slow, so you may be able to finish in an hour or less.
  7. I absolutely devastate the person below me by forcing them to stare at Atlas Park AE Team broadcasts.....for 144 hours straight....



    By the way Breakneck, thanks for the cheese curls. I was hungry and they were, indeed, killer.
  8. Okay.... this was not in this game, but it was a funny moment....

    I was running missions in another game that also used an instanced mission system similar in some ways to CoH/V. I had just gone in, taken out a group of badies and was about to move on the next when I see this grim reaper loking creature moving towards me. Unprepared at the moment, I turn and run out the door.

    I turn around and it has followed me OUT of the mission!! What the.... I start hightailing it.... suddenly I poof back to standing right next to it....OMG...It's gonna...wait...it's not attacking me....what's going on?

    It was a GM who had come to respond to a question I had asked.
  9. Quote:
    Originally Posted by Johnnykat View Post
    :Posi states that the concern for bridging requests really wasn't as big as a problem as they thought! It was a misperception by the dev team!
    No, Sir, he says no such thing. He says that the amount of spam is an issue and that the number of people affected is lower than they had thought. In fact, he refers to the level of spam several times throughout the post, stating that it will no longer be necessary to bother other people to pad your team.

    Quote:
    Originally Posted by Positron View Post
    Before we went and removed this playstyle completely from City of Heroes we wanted to make sure we were doing the right thing. We did extensive datamines to see how many accounts were actually participating in a “bridge” team, and were surprised to see just how low of a percentage it actually was. This may be a case where it is possible that the “advertising” in /broadcasts for bridge teams actually made the practice seem more pervasive than it really was.
    if this thread is any indication, I would say, based upon the amount of cheering versus the amount of complaining, that the data mining was accurate. Most people who have replied want the bridging removed.
  10. More Cowbell!?!?!?!?

    Oh, Dinos... Darn! Thought I finally had a co-conspirator.
  11. Quote:
    Originally Posted by DocBot View Post
    Will the tether range on the S/K be removed?
    Or will everyone have to be within S/K range of the mission owner.

    Also, if the range is removed, will it work across zones like Exemping does?

    (sorry if a dev other then Posi answerd this. I stopped reading after page 7, but did look at POSIs post history and didn't see the question addressed by him)
    Actually Positron answered this in the original post. Paragraph 7 of the original post:

    Quote:
    Originally Posted by Positron View Post
    One of the other advantages to this system is that the level adjustments take place no matter where you are in the game. No more “My sidekick is out of range” messages. If you are about to undergo a large level shift, you will have a dialog box pop-up giving you warning and the ability to leave the team (handy if you are in combat at the time and don’t want to suddenly be fighting at a lower level). The range of levels that this dialog pops up is adjustable in the Options screen.
  12. Quote:
    They are working on being able to use all your powers even when exemplared.
    I removed the name from the quote because I am not intentionally targeting them. Several people have made similar statements already about how you will be able to keep all your powers. Please don't do that. While it would be nice, I can already picture the explosion of tempers on the forums after I16 if this proves not to be the case. Countless people swearing that "Positron promised we'd be able to keep all our powers". To clarify what was actually said...

    Quote:
    Originally Posted by Positron View Post
    Now we are aware of a couple things that this system doesn’t do so well, and we are attempting to address most of them in the coming weeks. The first of this is the fact that you lose access to powers, especially the most-recently earned ones, when you Exemplar down. We are looking into some sort of fix for this.
    Let's have a look at that last sentence...

    "We are looking into some sort of fix for this."

    First of all, "looking into" does not mean "promising". It means they are aware of it, and are examining possible options.

    Secondly, "some sort of fix" in no way implies that "all powers will be available". It doesn't even imply they are considering making all powers available.

    Is that what the majority of players would probably LIKE? No doubt. Is it likely? I am not getting my hopes up because of the obvious balance concerns, even if powers are scaled down.

    For examples of why simply scaling down powers is ineffective, have a look at Rikti, Zombies, and Custom characters in MA missions. The availability of more powers makes these vastly easier to fight at higher levels vs lower levels, despite the fact that they con the same.

    Again, to the person I quoted, I am not intentionally singling you out. I noticed several people making similar statements and when I looked for an example, yours was the first I came across.
  13. Quote:
    Originally Posted by Seldom_NA View Post
    What, though, would be the result if exemplaring (Which will now be far more widespread) if higher level character kept some of their higher powers? or all of them? What could be a way to allow full power access without too much impact, or would this impact be nothing to worry about? We know that the enemies we fight are balanced by the foreseen abilities of the players, so that hellions have only a couple attacks but later foes have many tricks, as players then have more tricks to counter.
    The answer to your question is actually in the original post that you linked

    Quote:
    Originally Posted by Positron View Post
    Now we are aware of a couple things that this system doesn’t do so well, and we are attempting to address most of them in the coming weeks. The first of this is the fact that you lose access to powers, especially the most-recently earned ones, when you Exemplar down. We are looking into some sort of fix for this.

    (These changes are currently being tested in the Closed Beta for Issue 16, and may be changed/modified by the time they reach the Live servers)
    Now, some on the forums have already begun to read that statement as "You will have access to all your powers." I am not one of those folks, and I cringe to think of the whining if that proves not to be the case. People will swear up and down that Positron promised they would have access to all their powers. The only people who have said that are players who are reading what they want to read into a vague statement which says they are "looking into some sort of fix for this" but does nothing to make any specific promise. It simply means they are aware that this is an issue and are working on some reasonable way to resolve it.
  14. Quote:
    Originally Posted by Mrwrk View Post
    Love the changes, moving on to my one concern, the email issues.
    Am I wrong in thinking you don't need someone's permission to /friend them? (as opposed to /gfriend) Seems totally silly to allow someone to /friend you, then email you, and won't stop spam at all. Seems even sillier to make us go through every one of our characters and /friend every one of all our friend's characters just so we can circumvent the spam.(which won't happen with /friend) Use the global name as a test...I doubt most of us use /friend that much at all, currently.
    I agree that global friends may seem more convenient, but I think it may be more of logistic problem. The mail system is character based at the moment. The global stuff is all housed separately from my understanding. Which is why when the global servers are having issues, you lose global channels, global friends, etc all in one swoop.

    That being said, what you describe is not accurate. If I /friend you, you would be on MY friends list (and could therefore send ME mail) but I would not be yours, and therefore could not send you mail.

    I agree that the requirement to /friend all of your friends is a bit of an inconvenience, but it at least makes the in-game mail system more viable than it is right now. I pretty much ignore the mail indicator because I almost never get any ingame mail except spams.

    So, I agree that global friends would be a better option, I am more than willing to accept local friends as a huge step in the right direction. One which can, hopefully, be improved upon in the future.
  15. Quote:
    Originally Posted by Golden_Girl_EU View Post
    I wonder how this will affect the mentor badges?
    To answer your question, this is from the original post...

    Quote:
    Originally Posted by Positron View Post
    Mentor badge credit is still given whenever you are the Mission Owner, and someone is auto-sidekicked to you.
    I think that's what you were asking. If you were asking about how the adjustments he spoke about that will be made to some badges, none of the devs have given any details on what badges will be adjusted or how.

    It really sounds like they are trying to do this right.
  16. Quote:
    Originally Posted by Weatherwoman View Post
    I feel silly for asking, but what is QoL?
    QoL is short for "Quality of Life"

    No need to feel silly.
  17. Quote:
    Originally Posted by Quinch_NA View Post
    Okay, can someone run this scenario for me?

    Most of the time I run with XP off, because lately I've been on a content kick and have been running every single available mission and thus don't want to outlevel anything I haven't done yet. Now, on marathon teams that means that sooner or later {especially in low levels where dings flow like water} my teammates are going to outlevel me. Previously I could mitigate that with upping the rep to compensate for levels above me, but how will the super-SK system affect that now?
    If I am reading your question and the original post from Positron correctly, this will actually be easier in a way. When your teammates outlevel you, they will be exemplared down to your level since you are the mission holder. However, they will earn XP while exemplared down.

    True, you will get some who may leave the team because they perceive that they aren't getting the maximum XP possible or they want to move on to other zones or whatever. With the difficulty in finding good solid teams though, especially these days, I would guess that many will stay simply because they want to stay with a good team. This assumes, of course, that you do, in fact, have a solid team put together.
  18. Quote:
    Originally Posted by Positron View Post
    Yes, we are even changing the way exemplaring works so that you get XP while you are fighting at a lower level. There will be an option of having the “old way” of exemplaring, and earning extra Inf. instead, for those players who want to earn some more Inf. instead of levels.

    (These changes are currently being tested in the Closed Beta for Issue 16, and may be changed/modified by the time they reach the Live servers)
    Is this also going to be true if you are running Flashback missions via Ouroboros? If so, you get a super huge major thumbs up on this. I have always liked the concept of Ouroboros, and always thought it was an unappreciated aspect of the game. Would love to see something like this breathe some life into it.
  19. I may be in the minority on this, but I actually consider the business ethics of a company when I am considering where to spend my money. I don't give my money to a certain large well-known store chain because they have decided to back a political initiative that I am very much opposed to. I don't spend money at a certain convenience store (especially for gas) because a large portion of that money is going to go to a communist country which is no friend to the US.

    Now, that being said...

    A few months ago, Cryptic displayed their own business ethics when they decided to market within the CoX forums and within the game itself. This action put them on the exact same level as the in-game spammers who send endless messages in illegible English advertising cheap money. Their public apology clearly shows that, even after the uproar, they consider it a joke, and fail to comprehend what is wrong with what they did.

    I feel, at this point, it is safe to say that Cryptic will never again see one penny from my pocket. I will not buy nor subscribe to CO or any other Cryptic product, ever again. They have shown their true colors, and I say, "Thanks, but no thanks".
  20. Garielle

    How to Fix AE

    Actually, what I predict the whole "pick your team size" feature is going to do is increase the "Pay to farm" incidents.

    "[Broadcast] Alt with Infamy Transferred From Main: Lowbie LFF Willing to pay 2.5 mil per run"

    Your level 50 with a farming build that can wipe through a 6-man spawn in just a few minutes is then getting MORE of what they are there for in the first place (INF). Your level 50 also doesn't need fillers or door-sitting mentors (no one to split the money with). Yes, the lowbie is only getting the experience as a level 49, instead of a 45 (as with the old bridging method), but considering that the experience is being given out between two people instead of 6, the yield will still be worth the effort of spamming for a bit and then sitting by the door.
  21. Garielle

    How to Fix AE

    Quote:
    Originally Posted by Quinch_NA View Post
    Quick check for the OP - are you familiar with the super-sidekicking system currently implemented on Test and did you factor it into your theory?
    Yes, I am, and yes, I did.

    Third paragraph:
    Quote:
    I originally had two ideas on how to fix the AE system. The first is now somewhat obsolete with the introduction of the new super-sidekicking system, but some variation of it may still be viable.
    You raise a perfectly valid point, however and the super side kicking will, indeed, impact the effectiveness of the first option. The second option, however, should still be quite effective in that it involves actually having the AE system try to "detect" farming missions and render them unpublishable.

    What the second option would do is force every mission to include not just bosses, elite bosses, and archvillains, but minions and lieutenants as well. The only argument that could made against this is those who say, "But I just wanna see if my new build can take on an entire gang of bosses and elite bosses." Fine, that can be done in test mode. One can invite friends along to help if he or she would like, but there's no need for such arcs to be publishable.
  22. Quote:
    Originally Posted by londerwost View Post
    This is super easy. Basically set all of your objectives to have the same plural nav (ie "kids to save"). If they are all the same, it will show as 4 kids to save, even though there are 4 different objectives with a 1 quantity on each.

    Then you can set the single nav to what ever you want, either have it the same for all (ie "save the last kid") or you can set different ones for each. Which ever one is last it will default to that (ie "save chris")
    Part of this is no longer true (as I sadly found out with one of my arcs). Yes, you can set the plural of them all to the same and have a count, BUT when you get to the last one, you want it to be generic (ie "Save the Last Kid"). If not, it will always use the singular from the FIRST objective, even if that objective has already been completed. (ie. It would say "Save Chris" even if the remaining kid's name was Londerwost).

    I went back and editted one of my own arcs for that very reason. I am a stickler for detail.
  23. I actually have two lowbie arcs published at the moment. One for the heroes, and I recently released one for villains. Both are designed to be used as alternate starting arcs, and they are completely different stories so both could be enjoyed if you can get past the obvious alignment affiliation issues.

    ARC ID: 270867 - This City Has Gone to the Snakes (Alternate Hero Starting Arc)
    Level Range: 1 - 10

    This arc takes place, obviously, within Paragon City. It can be easily soloed by most ATs, in fact I soloed it on my Empath Defender. The only enemy groups are Snakes and a few Skulls in one mission. There are no EBs. The AE system classifies it as "Very Long", but only 2 of the 5 missions requiring killing everything. In one of those you have a substantial amount of help so it goes quickly. In the other, the map is quite small, so it is not a time consuming affair. Still, it may be tight trying to squeeze this into one hour. I would estimate 1.5 hours to 2 hours on this arc.

    It saw a bit of traffic early on, and was riding with a 5-star rating up until very recently. It has since stagnated as it fell from the 2nd page of the arc lists to much lower in the pile.


    ARC ID: 300379 - A Twist of Destiny (Alternate Villain Starting Arc)
    Level Range: 1 - 15

    This arc is my favorite of the two, both story wise and playstyle wise. The primary enemy groups used in the arc are Longbow and Paragon Police, which make for some low-level fun. There is one custom EB in the final mission, but there is an ally to help you. She is NOT over powered at all, and I had success soloing this mission from level 1 without having to use the ally. It helps that she only spawns as a "Boss" if you are soloing at difficulty level 1. I ran the entire thing with a friend again last night to get some feedback. Even in a two-man team at Difficulty 1, she spawned as a boss for us, so I feel I can safely say this IS a soloable arc.

    Like the hero arc, this one shows as Very Long. In the case of this arc, only the first mission requires clearing the map, and it is a very small map. If you just go in, complete the objective, and move on, this one can probably be done within the one hour time frame.

    Note on both missions:

    I have noticed that both of these arcs are more difficult in a team. This is because of the mechanics of how team spawn is calculated and not by design. The way the spawn is calculated by the game engine itself, sometimes it overcompensates for teams at the lower level. Bosses routinely spawn even with just a 2-man team. These are random spawns, and not spawns specifically placed into the arcs.
  24. Quote:
    Originally Posted by Positron View Post
    Badge hunters in the closed beta have pointed out that some badges are simply favorable to get once you outlevel the content where they are given. Since Super-Sidekicking makes manipulating the levels more difficult, we’re going to re-examine the requirements on some badges, and lower them where appropriate.
    While some badges may need to be adjusted, if, as you clarified in an earlier response, the system looks at the level of the mission holder rather than the mission itself, this may largely be a moot point. For example, I know that The Spelunker badge is one of those which is "favorable to get once you outlevel the content". However, under this system, someone could pick up the mission then just wait two or three levels, get a team together (or not) and go get the badge. Yes, it does mean one of your 3 mission slots is occupied for a short time, but everything has its price.
  25. Quote:
    Originally Posted by paradox_NA View Post
    Levels for progression purposes is fine, but the side kick system needs to be placed and all street mobs should be even cons and mobs in missions should be the same difficulty for each player reguardless of player level.

    At the very least all new content should be coded with this in mind.
    This system is already in place and it doesn't work well enough. Something like this would absolutely make the game unplayable at low levels without always running around in a full team AND increasing the max team size.

    Regardless of the fact that that Rikti may con White to both the level 2 and the level 50 characters attacking it, that level 2 doesn't stand a chance against it. He or she probably has no attacks that will get through the Rikti's defenses and on the flip side probably has no defense against the Rikti's attacks.

    The same hold trues when fighting custom characters in AE or characters which have been artificially scaled down by the arc's author by adjusting the mission's level range. Unlike PCs, the NPCs get to keep all of their powers when their level scales down. Only the iintensity of the power is reduced.