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Nice work with this.
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Why did it need the -Recharge changed?
Was it that overpowered with the damage debuff? -
But, you have now explained the problem.
I still don't like the situation, but at least I now understand your reason. -
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As a side note, I have another quote from Statesman at Origins. This one is in regard to people who are complaining that male models can't get shoulder kittens.
"My heart bleeds for them." [sarcasm heavily present in previous statement]
-SYB
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It's on like a chicken bone, now.
And no, I don't know what that means either. Darn skipper. -
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I did say one other thing - that dropped Enhancements are useful only for what you can sell them for - because everyone purchases their Enhancements at the store (or at least most of them).
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That's true, mainly because drops rarely give you what you need.
I like it this way. I like being able to decide how I want to slot my powers, and then being able to conveniently acquire the appropriate enhancements. I don't want to be dependant on drops.
Besides, the stores are nice. We need more buildings we can go into and use. Not less.
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Agreed
Agreed
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The post 50s blues: Mr. Emmert mentioned several different possibilities for post the 50s game. Going back and doing missions with a sidekick so that the sidekick gets more xp.
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Just to clarify: I didn't say this. No plans.
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Oh goodness, the rest of it's true then? So you really intend to weaken every set that can handle Invincible solo missions with ease?
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Hopefully, States will post tonight about just what their plans are. They really need to at this point.
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I think they should. But I really get the sense that they are going to spring it on us when I5 goes to test.
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Yeah, you are probably right. -
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The post 50s blues: Mr. Emmert mentioned several different possibilities for post the 50s game. Going back and doing missions with a sidekick so that the sidekick gets more xp.
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Just to clarify: I didn't say this. No plans.
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Oh goodness, the rest of it's true then? So you really intend to weaken every set that can handle Invincible solo missions with ease?
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Hopefully, States will post tonight about just what their plans are. They really need to at this point. -
Whatever they do, they have to keep the Super feel.
If it doesn't feel like a super hero game, and instead the dreaded EQ in tights, a lot of people will bail. -
The last mission in the Wheel of Destruction Arc is a great place to get spirits.
Got most of our badge farming it with only a pair. -
If you want the spectators to be "furniture", you may not want to have it at Atlas, the biggest hang out in the city and where many new characters will start.
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So does that mean Blue King studios (and Rick Dakan) are going to be out of a job?
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Isn't Rick still the head writer guy for CoH ?
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I'm pretty sure from the interviews with Rick that he has no involvement with COH once the comic is gone. -
Pity. I hope there is something else of note other than Arenas for those of us who have no interest in PvP. (hopeful look)
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Just dont worry too much about the negative feedback you're going to get on this. They'll soon understand that if they want these hard bosses back, they just have to consult the mission difficulty slider.
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Yup, pretty easy for the player to make a game harder. Not so easy for the player to make it easier.
Now if Cryptic would just make my wife's Mutant on Champion back to being female, it would be perfect! -
This is a home run, States!
I don't think I could have asked for a better post. The only comment, is make it very clear what the group xp bonus is, have it show separately.
Fabulous news!!! -
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I think the genre (and the great game) attracts many of us who want some online gaming experiences, but need it to be flexible enough that we can solo at will (instead of standing around trying to form a team for 10 minutes).
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Eighth - you've hit the nail on the head! Positron and I were just talking about this; part of the beauty of the game is that you don't need to wait in order to get to fun. I don't want to lose that in the rush to encourage grouping. Like I've said, I'm going to review the missions this week and see how many have bosses at the different level ranges.
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Please make grouping better, don't punish soloers. There are many ideas on this thread how to do that. Exp bonus comes to mind. Listing missions as group/solo, which you indicated will happen, will also help. -
As has already been stated, wanting to solo your own missions is not the same as wanting everything soloable. That sort of statment is just silly.
If you want to encourage grouping, add an xp bonus per additional party member and list it separately so everyone can see that benefit. Don't punish soloing. The EQ model is outdated.
Also, is every AT that can solo a boss after 25 going to be adjusted in the future, so that will no longer occur? That will be a whole lot of nerfing ahead if so. -
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That's two bugs (both of which were fixed and are in the pipeline). Neither are crash bugs. When you go live, there are inevitably some bugs - nothing is perfect. We need to make our judgment whether an issue holds up release or not.
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And sometimes, bugs are not found until a product goes live / ships because one's users are often a much more creative bunch than one's testers. Typical, casual users will often do things in ways seasoned users and testers wouldn't dream of doing.
The CoH codebase is probably hundreds of thousands of lines long. I know from working in software development that sometimes making an innocuous change in one part of the code can have a tremendous, unanticipated change in others.
For some things, the developers deserve some slack.
Although, I'm still miffed that the respec didn't go out with Issue 3. My fire tanker is currently without sleep protection because she hadn't taken Plasma yet.
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What if the bug was reported and discussed on the test board before release? -
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But doesn't that happen in the majority of missions?
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What I have noticed is that boss spawns are reduced. My blaster (23) had a missions with 2 +1 bosses that I could not solo. Period. I even tried levelling up and hitting it at 24. Nope. Died every time.
Tried it on test after the boss changes went in, and instead of 2 bosses, there were 2 lts. In this case, soloing has become _easier_ for all but a few missions.
It also appears to me that street spawn bosses are much more infrequent, with more spawns with large groups of minions.
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I hope you are right. This will fix most of my boss complaints. -
Boss hit points went up 40%
Boss regen went up, presumably 40%
Boss damage went up 40%. Why? Apparantly, hit points tie directly into mob damage.
This is bad for soloers and large groups. Why do this? Has anyone seen a Red Name explain the reasoning? Perhaps that will occur in their new dev section. -
It must really suck to have States LOL at your post...