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NCInteractive has LOST 8.6 Billion Won since Q12004. (roughly 8.6 million Dollars).
(On 88 Billion Won in sales)
You had better well believe that they have been gearing up for an Asian launch of CoH/V, you know the largest MMO market in the world.
THAT will mean more subscribers, more money and eventually more content for everyone who plays City of...
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...if you speak Korean. -
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*watches the little shooting star go across the monitor, trailing the words "The More You Know"*
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Very nice. *golf clap*
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You wouldn't have *golf clap* if you didn't frequent *golf hookers.* -
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There are 248 couples in this game.
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And I'm one of them.
We're two of them?
One is us.
Dangit.
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One are we.
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To quote one of my married friends (the wife to the husband): "Now we are together. What's mine is mine and what's yours is mine." -
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Actually I am surprised at how smoothly the game is running and how bug-free it is after beta.
I guess cramming everyone on a single beta server kinda stress tests everything.
Virtue has a healthy population, and so does erm erm the other one that's usually double yellow at prime time.
The game is all right. Don't fret about it.
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Massive, massive lag in Siren's Call on Guardian tonight. It was exactly like beta, in fact, on a green-dot server. I guess it wasn't the number of players making it lag. -
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City of Spies and Galaxy of Heroes was discussed waaaay back during Issue 1, he said he'd LIKE to do it but I really really doubt they have that planned for next. He also wanted to do some pulp stories as well.
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That's how I remember it, as well. -
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I wish i could find the interview. But it was done shortly after COH launch. And he also said he had others. But that City of Spies he would like to do after COV. Good question about how would spies fit? Sounds cool to me. Imgaine the cool ATs they could do. (or might be already working on)
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Trick Arrow/Super Reflexes
Assault Rifle/Dark Armor
Mind Control/Sonic Blast
The mind boggles! -
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Heres a confirmed list of Orange Names that appeared last night:
Feel Free to put a Red Name with the Orange one:
Confirmed List
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Statesman
Positron
War Witch
Ravenstorm
Sister Psyche
Manticore
Back Alley Brawler
Synapse
Ms. Liberty
TrueLock
Lord Atticus
Agent Abbot
Agent Darwin
Dark Waltz
Heat Wave
T'Knor
Robo Queen
Poison Vinux
Larkspur.
Agent Bucher
Green Irony
Thorn Dominator
Abomi
Ambrosia Oak
Shocking
Mr. Carn Evil
Grievous
Unconfirmed (I sware I saw)
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Lord Aticus
I sware I
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Also seen: Agent Harvey, Agent Destiny.
Gallery. -
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We know Jack was States, but who was who else?
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Oh I was SO there, too!
WW
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Yeah you were.
I call this one, "Positron takes a leak." -
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Actually, I managed to score a critical on Synapse.
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Who CAN'T score a critical on Synapse, LOL. Synapse = The Whipping Boy of the Freedom Phalanx
I did manage to punch War Witch in the face once. Unfortunately I got no screenie on that
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She got shanked right after that, falling dead on her face. But she dies a lot. -
Dunno why you guys are all excited... Statesman and his laggies (not a typo: you pronounce it "lackey," I'll pronounce it "laggy") are just gonna mapserve your butts, then pound you into submission. The guy's an ex-crook; he's not going to play straight. He'll win by any means, fair or foul. (I hear he's learned a new move: the Synapse Bowl.)
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Just a passing observation. If a player has perma hasten pre-ED isn't his DPS with 5 - 6 damage possibly higher than a post-ED with 2 recharge and 3 damage?
Just a thought.
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Absolutely true, went over that in another thread and Hasten becomes redundant and a hair useless if you've slotted in 1-2 RECH per power. I'm sure the devs consider this a good thing and I'm not sure I blame them.
Hasten has become a long-timer fixer post-ED with minimal utility post SOs (previous, it's still a big DPS boost). And they did want it and stamina to be less appealing, so I'm sure they're giddy.
They should make the long timers shorter now, though. They were balanced for full SOs and perma-hasten.
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If Statesman is to be believed, the long timers were also balanced with ED in mind. So they're here to stay. Officially. For now.
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AAAAARGH! Say it ain't so.
Linky please.
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Unless my memory has completely failed me, I'm fairly sure Statesman said (paraphrased) that "all recent changes were made with ED in mind." Which would include the increased recharge times. -
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I've alluded to this in a couple of places, but I wanted to describe something we'll be doing for Super Reflexes quite soon...
Super Reflexes Auto powers (Agile, Dodge, and Lucky) now add some minor damage resistance. This Damage resistance starts at 0%, but improves as the caster loses HP. The Resistance kicks in at 60% HP (when HP bar first changes color) and markedly increases at 40% and 20% (again, when the bar changes color). We have not yet determined the exact values.
This change is in addition to the recent modification that gave most Defense Primary and Secondary powers resistance to Defense Debuffs (self Defense powers).
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Speaking of my three SR Scrappers, this probably won't be enough to keep them alive. They're already not very fun to play because they're always kissing someone's asphalt, far more than any of my other Scrappers, especially after Issue 5.
Of course, I'm gone in a couple weeks anyway, so it's too little too late for me, but this should be increased for those folks who are staying. -
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Just a passing observation. If a player has perma hasten pre-ED isn't his DPS with 5 - 6 damage possibly higher than a post-ED with 2 recharge and 3 damage?
Just a thought.
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Absolutely true, went over that in another thread and Hasten becomes redundant and a hair useless if you've slotted in 1-2 RECH per power. I'm sure the devs consider this a good thing and I'm not sure I blame them.
Hasten has become a long-timer fixer post-ED with minimal utility post SOs (previous, it's still a big DPS boost). And they did want it and stamina to be less appealing, so I'm sure they're giddy.
They should make the long timers shorter now, though. They were balanced for full SOs and perma-hasten.
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If Statesman is to be believed, the long timers were also balanced with ED in mind. So they're here to stay. Officially. For now. -
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It seems to me that if you remove a third of a powers "umpf" (for instance 3 SO's from a damage power)...then take out a third of Stamina's endurance recovery ability...
...you're gonna have alot of tired heroes and the 13.3% discount isnt gonna make up for it.
I guess end cost is what the extra slots are for. Just doesnt sound very diverse to me.
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Actually, if you put END REDUX in those 2 or 3 slots, your DPE will be BETTER.
Let's say I have an attack today hat does 100 HP with a 2 second animation, 8 second recharge, and costing 10 END
Today I have it 6 slotted for DMG so I get 300 HP in 10 seconds for 10 end
OR
30 DPS and 30 DPE
Post ED it's going to do 210 HP in 10 seconds for 10*(1-.133) = 8.67 END
OR
21 DPS and 24.22 DPE
Post ED with 4 DMG, 2 END it's going to be 200 HP in 10 seconds for (10*(1-.133))/(1+.66) = 5.22 END
OR
20 DPS and 38.3 DPE
Post ED with 4 DMG, 1 RECH, 1 END it's going to be 200 HP in (2+8/(1+.33))=8 seconds for (10*(1-.133))/(1+.33) = 6.5 END
OR
25 DPS and 30 DPE
Post ED with 3 DMG, 2 RECH, 1 END it's going to be 195 HP in (2+8/(1+.66))=6.8 seconds for (10*(1-.133))/(1+.33) = 6.5 END
OR
28.6 DPS and 30 DPE
Almost no change IF properly slotted.
But, wait a minute, most people slot 1 ACC + 5 DMG how does that work out?
Today I have it 1 ACC + 5 DMG so I get 267 HP in 10 seconds for 10 end
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26.7 DPS and 26.7 DPE
Post ED with 3 DMG, 1 ACC, 1 RECH, 1 END it's going to be 195 HP in (2+8/(1+.33))=8 seconds for (10*(1-.133))/(1+.33) = 6.5 END
OR
25 DPS and 30 DPE <--Better DPE than today, retaining 94% of my DPS
Post ED with 3 DMG, 1 ACC, 2 RECH it's going to be 195 HP in (2+8/(1+.66))=6.8 seconds for 10*(1-.133) = 8.67 END
OR
28.6 DPS and 24.22 DPE <--Better DPS than today, retaining 90% of my DPE
You can see where they think the levelling speed will remain the same and such under their new plan.
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When the ED patch hits CoH, will there be a slide rule included? -
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With Enhancement Diversification comes a benefit for ALL City of Heroes powers.
Every power, across the board, is getting a 13.33% reduction in its Endurance cost.
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Health, RPD, Fast Healing, Tough Hide, etc. get an Endurance reduction? Awesome!
Oh, wait.... -
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Over the past 2+ years, I developed The Authority RPG (adapting the DC/WildStorm Comic), a cyber RPG (spanning the classic genre work to post-modern material, called Ex Machina), and the A Game of Thrones RPG (based on George R.R. Martins fantasy epic).
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So weird; I was just reading about those games yesterday. Looks like I wished you up. Seems like it worked out this time, but I better be careful with that power in the future.
Welcome to the show, AS. -
Say... who was that masked man?
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Ok, so we were told that we would be getting bases when CoH came out, and all these great things would be coming.
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Being that I was here from the beginning, I can promise you that bases were NEVER promised. NEVER. It wasn't on the box, on the website or in any promo material. The most we ever said was - "someday we'd like to do bases."
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Wasn't it in the Prima Guide or something? I recall my SG talking about it back in the early days of CoH beta. -
Happy birthdays, Ravenstorm and Countdown. May you have no less than many dozens more.
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That's a cool new feature; I'm diggin' it.
Just curious: Why don't some of those screenshots show the player names? Did the person uploading them strip that info out, or does it not record it every time? (Or is it a checkbox?) -
Cuke Nukem, aka Stanley Garricon, called "Stanley Gherkin" by childhood bullies for his small stature, was transformed by an evil Crey experiment into a human-plant hybrid: "Now you're in a real pickle!"
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Second...why are there never resources for things the players want, but always enough to nerf them? It had to take some serious hacking of the system to add clicks that automatically shut off after 30 seconds, but that was worth the effort.
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Geko and I were both surprised to find out that the powers system already DID this, so no extra coding was involved. Trust me. If it involved engineering, we would have found a different solution.
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So, I was wondering how the DAmage taken/Health Healed/Mezed/Influence badges work? DO they work the same as the TF badges? or is that work in a diffrent way, because I dont want to waste time trying to get a head start and then find out I have to statr all over in i5.
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When a new badge goes into the game it begins to start tracking it's requirements for the player. Say we add a "100 Sky Raider Shield Generator" badge in an upcoming issue. Since we never tracked Shield Generators before, it begins tracking it as soon as the update goes up. Previous Sheild Generators are not counted.
But if we, in a later issue, add a "500 Sky Raider Shield Generator" badge, then we would have already been counting the Shield Generators, even beyond 100. So if, when the issue goes live, you had killed 501 Shield Generators, you would be issued the badge upon logging in.
So healing, damage taken, influence earn, debt, etc.... all that stuff is currently being tracked on your characters, so when the new badges go in, you will have a head start on them. No datamine required.
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I'd like to request badges for more stuff, too. An over-arching "You've done all the Task Forces" badge, for instance, as well as a "done all the TFs and all the trials" badge. That would encourage people to do them all, I think.
I kind've also want an UberZookeeper-type badge, since we organized teams on Guardian to eliminate the Rikti monkey threat to the city and spent a lot of time acquiring the numbers for the original version of that badge. -
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There is no 'I' in team! Have a nice day!
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But there is a "me." -
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So, happy with the idea or not, I can see the reasoning behind it.
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The idea isn't a bad one. It brings to mind Wolverine chafing at having to wear an X-Men uniform, and Cyclops' quip about yellow spandex.
But datamining to see how long people have been playing in SG mode and awarding Prestige retroactively? VERY BAD IDEA. That's no more than a lottery. It would be SO much better to start everyone off on the same footing, able to make an informed choice about how to proceed.
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I agree with you on that. Datamining will be a bad thing. I've seen some SGs that have an official uniform that's separate from their SG mode uniform. Those groups are tight and do a lot of things together, but they're probably rarely in SG mode.
The other issue I have is that we recently experienced a bug where some members of our SG were accidentally kicked out and had to be re-invited -- if that affects the datamining, then three of our oldest members (who spent a LOT of time in SG mode) are going to be hosed. Also, we're constantly deleting characters and creating new ones, and it would suck if those don't count towards the Prestige total. Not to mention the fact that we had to create a second SG for the over-flow, and while some of those characters ran around in SG mode while in the primary SG, none of them have ever used the secondary SG's mode.
We should all start from a particular date. They should announce it on the opening screen when you fire up CoH to enter the game so no one misses it: "Starting September 1st, missions done in SG MODE earns your Supergroup Prestige, which will allow you to build a base when they become available."
That way players will be neither rewarded nor penalized for doing or not doing something they were unaware of for the past year and a half. -
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I'm not an Ice Tanker, but I'm following this because I'd like to see all the sets be equally viable. I feel the need to post, however, after seeing this:
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So: Any clue how y'all can set it up so that you can absorb Alphas and still be at risk from the rest of the spawn?
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I'd like to say that I am disappointed at the goal of being at risk every single spawn. I really like variety of difficulty in games, and I'd rather not be challenged 100% of the time. I would, however, like to be challenged every session, at varying levels, as well as having some reinforcement that I am a superhero on the level of Nightcrawler, Cyclops, Storm, Jean Grey, or Colossus, every session.
I think it is reasonable to assume that a single mission might be the reasonable minimum for a single play session-- the kind of thing that a working parent might have time for once a night. So, I'd rather they focused on trying to make 1-2 encounters a mission put you at serious risk, and 2-4 encounters putting you at moderate risk, with the rest putting you at minor to no risk.
Serious risk might feel like the live equivalent of a level 10 Regen Scrapper fighting a Lost Aberrant Boss and a minion, or a full 40+ team facing a room with 2 groups of +3 Carnies that include 2 Dark Ring Mistresses and 2 Master Illusionists. I'm not saying this is what they should provide, but the feel should be that way-- serious risk means there very well could be a team wipe if everyone isn't really on the ball.
Moderate might be that same level 10 Scrapper facing a Tesla Knight and two sprockets, or a full team facing one of those (+2 or +3) 5-LT Nemesis spawns within eyeshot of a couple Snipers with more LTs in their group, and with a Fire Tanker without Tough as the tank. I've been in the latter situation, and while I hate the crazy stacking Venegance that cuts through +Def like mad, and causes tons of accuracy issues, the situation could definately be described as a moderate challenge. I've had team wipes from it, but they could have been avoided if people were careful about when and how they killed the LTs.
Minor-no risk would be a live group facing the average +2 Malta Spawn with a Sapper in it, or the level 10 Scrapper facing the typical 3-minion Clockwork spawn.
Anyway, I PMed Statesman twice about variety in difficulty within a single mission, and both times he misunderstood me. First he seems to have thought I meant variety in aesthetics, citing new group types being added in I5. Then he thought I meant variety in difficulty among groups (like, Vahzilok being harder than Skulls), citing Sappers being added in Issue 1. I tried to clarify in a third PM, but he didn't write back, meaning he either was too busy to respond to me a third time (understandable), or he just thought I wasn't listening to him. Maybe he will read this thread, and maybe this post might make more sense than the PMs I sent him.
Regardless, I suppose I should give up on that, as I think he disagrees, and thinks every single spawn should give a feeling of overcoming a difficult task.
As a side note, I'd like to say that Circeus is exactly the sort of poster I wish I was, but unfortunately I find my motivation just won't hold up long enough to do the kinds of things he has, as it seems fairly random as to whether the developers will come to the same conclusions or not. Good job, Circeus.
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I quite agree with Liquid's main point, in that risk should vary not only depending on which villain group you're facing but also within missions. I'm always one for more challenge in the game, but not all the time. Sometimes I want it to be hard and sometimes I want it to be easy, and I enjoy it when missions provide this range of experience. (Specifically missions rather than picking-and-choosing street-hunting areas, because I prefer missions over hunts.)
Seems to me that the way maps are designed now, the "crossroads" sections provide fo those hair-raising moments. If heroes are downgraded to such an extent that each spawn is a challenge for the hero group, these crossroads areas will be deadly indeed.
Tanks need to be able to handle almost the maximum impact of one of these combined spawns rather than the average spawn. That provides the ebb-and-flow from "challenge" to "cakewalk." I think the problem comes in because CoH is being balanced with CoV PvP conflicts in mind, and that's messing with our powers and abilty to deal with the game as-is. Personally, I've never even gotten an Ice Tank into the low teens because I just don't enjoy playing them. Watching my SGmates struggle with them merely reinforces that notion.