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Posts
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Anyone know if the one week timer for each SSA reward option is a full 168 hours, or if it's a few hours short to prevent "cooldown creep"? (The same way "1 day" timers are 20 hours long)
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What you're really talking about here isn't Soft Cap, it's Hard Floor. There's a minimum 5% chance for a mob to hit you, no matter how much Defense you have or how much -ToHit the mob is stuck with.
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Dark Watcher is now the last remaining founding member of the FP. He could return to the team, and Hero-1 take over for him in the RWZ.
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The Dec 10-16 issue of The Economist contains a special report on the video game industry. One little factoid that jumped out at me was a statement from Turbine that LotRO revenues *tripled* when they switched from subscription to Freemium.
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In Eps 6 & 7, Wade's plans, either intentionally or accidentally, summon Mot to Earth and bring about the changes to Dark Astoria. Co-incidentally, i22 launches the first Tuesday in March, when ep 7 goes live.
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I wouldn't expect Freedom to have any significant effect on revenue for this period. The F2P period included in this report is only about the same length as a free trial, so I don't think even people who decided that CoH was the game for them would have any serious spending in this time period.
Also, revenue from Paragon Point sales *may* be deferred until point redemption. I've been out of accounting too long to remember for sure the GAAP on this, but it's a possibility. If so, that will smooth the revenue spike from initial sales over the following quarter or two. -
That LFG channel isn't for chat; it's the channel for system messages generated by the LFG queue.
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Quote:I think one of the keys would be to not take away any currently owned stuff that exceeds the cap, just prevent further earning until enough has been spent to be under the cap.Jim Carrey in Liar Liar, "AND THE TRUTH... SHALL SET YOU FREE!"
I am confident they could find a cap for Astrals, Empyreals, Threads, and Salvage that would be sufficient for anyone still working on crafting but would stop or discourage any hoarders. Granted, it would be a tough line to walk, but I think it is completely doable. /signed. -
Quote:A 4th option is to cap the inventory of the hoarded currency. This is a measure that would limit hoarders, but have little to no effect on the more casual.Generally speaking, if you can't entice hoarders to let go, and you're concerned that the hoarding levels will make rewards for future content too easily attained, you might:
- reduce the reward rate (see the proposed trial change in beta)
- introduce costly things o buy (see the market)
- give up and just introduce a new currency with limited conversion ( see the previous shards-->threads and different incarnate salvage) -
Quote:Pretty much agree with this completely. My only quibble with the change is that I think the trigger for diminished rewards is too early. A better option I think would be to have a flag (maybe with an accompanying badge, though not strictly necessary) that would be set when first crafting a T3 power in Lore and Judgement. This keeps full rewards in place until the character starts acquiring I-shifts, then nudges them on to the next level. Even with this change, I'd still go with a weekly Emp timer instead of a complete drop, but I think the trigger is a more important factor.Think of it this way- the devs want to "encourage" you to move on to the next tier of content while earning the next tier of powers. Now that they have more trials, they *could* do this simply by awarding an all-new XP & salvage for those trials, set new trials to work with that, and have everyone grind those out. That would be the harshest method to push you to new content.
This is far less harsh.
This lets you get moderately diminished rewards, but at least earn something relevant.
This is more akin to what happens when you level up and the foes in Atlas Park go from white and yellow to blue and green. You get less reward from fighting them because you've advanced beyond the challenge they provide. Eventually, they'll be gray. You're being prodded to move beyond Atlas park and seek challenges elsewhere.
That's what the downgrade of this reward is- once you've unlocked the slots, you get a few Astral merits instead of the more valuable Empyrian. You're getting better, so the trial is getting less challenging, so you're seeing less reward. Move along to other challenges for better reward, or stay at the less challenging but familiar stuff for less reward.
Ideally, it would have been this way from the start.... but they didn't have that many trials back then. This is bound to be an issue since its being done NOW instead of back then, but its hardly a deal-breaker. -
Quote:Architect is available via Rewards, but not market; EATs and SSAs are available via Market but not Rewards. I believe everything else is either available through both systems, or VIP only.Well... OK. That's part of how the system works, and I'm sure that particular implication has been considered.
That and the Architect, which last I heard wasn't in any of the veteran rewards or in the Paragon Market. Not that I specifically WANT the Market, mind you, and I already have T9 VIP status, so that's not an issue in my case. But I'd lose access to the SSAs and I'd lose Time Manipulation, at the very least. Plus, I like having live Customer Support -
Quote:I don't think it will be tier 5s, because the Lore slot is specifically excluded. I think we'll just see a wider variety of choices for the slots listed, and the "Ascend to higher levels" is just over-excited marketing copy. I'll be happy to be proven wrong, via either T5s or new slots unlocking, but I'm keeping expectations low.It's already been suggested in this thread that what we may be getting for the currently unlocked slots is a new 5th tier. Something like that could be considered (in vague Devspeak) to be giving use something to "ascend higher to" without having to unlock the remaining slots yet.
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Quote:My expectation would be that some of the traits that are only available as secondary effects in current Alphas, like Defense and Resistance, will be the main trait of the new Alphas.They could be remixes. Damage/Range for blasters, say, or Resistance/Heal, or Endurance/Recharge.
Also, I would be cautious about getting too excited about "become even more powerful and ascend even higher" because while the incarnate powers might get significantly stronger, they might also get only nominally so and that phrase is subject to a lot of interpretation. -
Quote:Pretty much what Sam said. It's a pointless, grindy mad-libbed waste of time. Even in the older stuff there's more than enough decent content to level up all the way. There shouldn't be any reason to ever do a generic radio/paper mission other than desire to do the mission or acquire the rewards unique to that system. Gating unrelated content behind it, on either side, is unnecessary.Why?
It's been this way on CoV side for years. You don't get any regular contact at level 5, just the newspaper contact, and you have to run those until you finish the first bank mission to get a regular contact. So finally CoH side does the same thing and suddenly we have multi-year vets running around thinking there is no path except Twinshot's arcs. -
Quote:WP has two other advantages as well. It's got Quick Recovery for extra End, and it's entirely toggles and passives, so it doesn't slow your attack chain having to use click defenses.The 3 things back each other up. When a hit gets through the Defense, the resistance lowers the amount of damage taken, and the regen speeds up healing that damage. A straight Defense set like SR relies almost exclusively on not getting hit. If they do, they take almost all the damage and don't heal it very quickly. Regen takes the hit, but relies on healing it very quickly before taking too much, which can not work too well if they are hit by a really big alpha.
That is basically why Inv and WP are generally considered the top 2 tank sets after Stone. They both have layered defenses, just in different combinations.
Elec/Shield brutes were quite popular for a while. Good AOEs and good def, with a damage boost and attack in the secondary. -
It's been down since about 10pm Eastern Saturday night. I'm not expecting it back up before west coast business hours Monday.
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Quote:This got me thinking. In the longer term, they should take these longer, multiple contact story arcs and put them on one contact. Then when you get offered a choice of contacts and it says Bill Johnson is investigating the Vahzilok, it will take you thru the whole Vahz story. There may be some points where a contact has to send you away til you hit the next level block, but you've still got access to the whole story. Big, whole game groups like Council or CoT could be broken up into 3 or 4 contacts over the course of the game, each with a more-or-less complete and cohesive story.We start learning about Vahzilok, for example, and fight a bunch of his schemes (including the Sewer Trial), discover his full backstory, and finally defeat him once and for all in Posi pt. 2. There's a full story arc that we're supposed to accomplish there. Same thing with Clockwork King and the Synapse TF, with a bit of Penelope Yin thrown in. Clockwork King's story arc again becomes important when you're experiencing Praetoria and some of the cross-dimensional high-level missions, and many players aren't even going to know who he is.
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The single biggest way to improve this fast is to have Matthew Habashy (and the redside equivalent) introduce you to one of the old school contacts. Effectively locking all of the original content behind radio missions was a huge mistake.
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Quote:Can't speak for Keyes, but this is the problem I had on Apex. Particle effects turned down + Steamy Mist = no visible warning effect.I've not run a lot of Keyes... It burned me out on the whole iTrial thing.
But I can tell you why *I* suffered the Obliteration Beam.
I couldn't see the target on the ground.
Mostly that was due to not knowing what it looked like.
But a lot of that was due to the color. A lot of my characters effects were green in color. (Barrier, Triage Beacon, etc.) So it was never obvious to me.
Sure I saw the text, sometimes (that mechanical part of the game is either intermittent, or I am just so desensitized to seeing text pop up I don't always see it). But that was never enough to give me an idea of where it is hitting, and combines with the fact that "break out in a random direction" is often a bad idea. Especially on a Keyes.
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Quote:Fixed that for ya.Halloween 2011 - Dr. Kane's House of Horror
Character Creation and Tailor- For weapon based powerset characters, tailoring body type will no longer discard costume changes if the weapon is not explicitly selected.
- In character creation, selected weapons will no longer change back to the default weapon after returning to the Powers menu.
- Fixed an Issue which could prevent Crab Spiders from coloring some armor parts.
- Character Creator now has widescreen support!!
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Quote:None of the attack powers are inherently skippable. If you're going to go with a high-recharge build (like you might for StJ/Regen), then you can probably drop one builder (the first one) and one finisher (the cone), just because everything will be recharging fast enough that you'll be able to build/use combo points quickly.Hey there,
Glad to hear some positive reviews of the set. I look forward to spending some time with it as soon as I accumulate enough free points to pick it up.
A question to the folks who've played it: are there any "skippable" powers in the set? Most melee sets you can bank on one of the powers being the sort of thing that you can drop from your power choices and not feel like you're missing anything. But in Mids I wasn't seeing anything obvious in that role. Is there anything?
Later on,
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The first time you do each SSA doesn't count against the timer. I had a couple chars I logged in today who hadn't done the first story yet. Ran them thru 1st, then 2nd, then 2nd again; ended up with 3 Hero Merits.
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