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Quote:To ignore someone globally you have to enter their Global Name or click on the person's text or click on the character themselves. Which means you won't be ignoring the wrong person.You do realize that most players use the /gignore and notes features more often than they use the /petition.
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Quote:That is a little more convoluted than knowing two people can have the same character name.Oh please back before they changed the 60 day rule at the consignment house we constantly got complaints from people that had items deleted because they refused to read the rules. There were even people that claimed they had lost items on more than one occasion.
Quote:If people can't be bothered to learn the rules so they don't lose millions in game currency they sure as hell won't take any time to make sure they don't ignore/petition the wrong person.
The ignore function would likely be merged with Global Ignore (if it hasn't been already). Either way, if you're clicking on the person spouting garbage in chat or on their character, the ignore function will know who to ignore.
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Quote:That has an equal chance of happening now. I can roll "Mandu." with a period and spam broadcast. Most people won't even notice the period...at first. If I saw someone doing that with a name similar to someone I know, I'd pull up Add Note to find their global name and easily confirm who they aren't. Then I'd one-star them pretty quick and note they are an idiot.Ok, here is a simple explanation. I see your character with the name Johnny Butane. I think it's a cool name so I create myself a character named Johnny Butane. Unfortunately for you I'm also an obnoxious racist jerk. I spend some time in broadcast telling racial jokes, cursing, calling people names, basically behaving like scum of the earth. Then I think to myself. "You know, Johnny Butane isn't such a cool name after all. I think I'll remake this guy as Johnny hot pants."
If we went to a system where two people could have the same character name, people would know that and would learn to check the global name when someone was obviously trying to troll a name.
And for the record, I don't even have 'Johnny Butane' on either of the major servers. Someone grabbed it years ago in the 30 seconds it took me to re-roll.
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Quote:No.Don't get me wrong, I think this is great, but I want more slots too. Be nice if they gave out a few slots as a vet bonus.
No more system changes/tweaks being given out as vet rewards. City Traveler was a mistake. They should have removed the prerequisites for all the pool powers, not just for the travel pools and not just for a select few players.
Just about everyone wants or could use more slots, not just an increasingly small number of people. The devs have said that an increasingly small percentage of players will ever realistically see the newer rewards.
If you're suggesting they handle it like the Free Character Slots, then yes that would reach more people, but then where does it end? Should 72 month vets get six more power slots? That seems a bit much to me.
If they did give us extra slots, they should just give them to everyone and keep the number of slots fairly low. Three, maybe four, max.
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Quote:The idea would be to NOT do it like that other game and instead keep the @Unique Global as invisible as it is now.I personally like the idea of Display Name@Unique Global like that other game.
That other game made showing the Global optional, and made it visible by default. I can't get behind that.
People want their illusion of privacy (illusion because it's easy to get anyone's global name) and the devs have to respect that. Also, having @Global names being in your face is as much of an immersion breaker as having 1337 and extra punctuation in character names.
So yeah, let's not do it exactly like that other super hero game.
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Quote:That would happen as much as you see LOrd of Darkne$$ next to LoRd of Dark-ness now. That rarely happens. When it does, it's not a huge problem most of the time, and I doubt it would become one.Oh, look i see Lord of Darkness next to Lord of Darkness, and next to them Captain Deathblade talking to Lord of Darkness about Good Samaritan who is trying to ignore them while chatting with Good Samaritan while Lord of Darkness is hovering over Lord of Darkness.
If anything, if someone rolls a new character and see's there's already an established active character (or many) running around with that name, they'd be more inclined to re-roll and change names than now because they'd know for sure that they'd be able to get whatever they wanted as a backup/alternate.
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Quote:They already are that. That is how the global channels and email system see them. It's been like that for some time now.It's probably because people don't want to be Captain Amazing@XxXMURDERkillsatan66xx
There's nothing explicit about the naming change the devs offered that says that your global name has to be more visible than it is already. That goes for in chat and over character heads.
You wouldn't "be" XX@YY any more than you are already in the eyes of the game and global channels, and you wouldn't become that any more in the eyes of players. In fact, I'm fairly sure the devs would want to avoid that and keep it as invisible as it is now, which is to say, only mostly. The only visible change would likely be that in game emails would require "xx@yy" to send to a specific character or switch to "@yy" only.
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People have been using "creative" punctuation and extra numbers for too long. Frankly I tire of it.
It'd rather have to look at two Captain Shadows than ever see "The_Capta1n-Shad0w." thank you. It's ugly, damages suspension of disbelif and most importantly, there is no need for it. The devs have already offered to put it to bed.
If someone wants the name, they're going to use that "creative" crap to have it. So just GIVE it to them without the clutter and nonsense punctuation marks. Other than schadenfreude and being petty and childish, there's no reason not to.
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A little while back, at HeroCon IIRC, the devs asked the people assembled if they would like a change to the naming system that would free up all names.
That crowd, for the most part, said "no".
This surprised me. I see a lot of complaints about name availability, especially on the larger servers. I don't think anyone likes using periods and increasingly odd punctuation to have a name, and I doubt people like seeing it.
I personally would love such a change. So, I was wondering why exactly people would object to it.
Is it because they don't want someone having the same name as one of their characters? That seems a little shallow to me. If that bothers them, is seeing someone with the same name but with a period at the end OK then? That seems even more shallow.
Being realistic, I don't see how someone who played a character to 37 and then stopped playing three years ago has any more or any less exclusive right to a name as someone who's actively playing and paying and thinks it would be great for their new character.
Ok, yes I understand some people like that they scored a choice name. But for everyone of those, I bet they've been grok-blocked on many more, maybe by someone who's never even going to play the game again.
The grown up thing is to understand that we'd be losing exclusivity on some names, but we would also be opening up a whole new universe of possibilities of names for us to use ourselves.
If that's not the issue people had with the dev's proposal, what is? What could the devs do then to open up names for everyone and still please the doubters?
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Quote:It would be nice if we started getting the three slots at level 25 instead of 31. Then by 50 we'd have three more than now.My biggest concern on this for most of my Tankers is finding the slots to go into the three new powers I'll be taking. I'm already slot-starved on a lot of characters.
I don't think that would be game breaking, but I don't expect it to happen either.
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Quote:The other Incarnate slots we've seen do not function like the Alpha.With ONLY the Alpha slot as displayed in the last beta, I could see freeing up two to eight slots in a toon.
And there are TEN slots in the Incarnate system!
I suspect there will be plenty of options.
One was a PBAoE team buff. They were usually thematic (+Dam and +ToHit or +Regen and +Recovery as two options). The slot also offered a team rez power that was, IIRC, a lot like Mutation for Rads.
One is Judgement, an Extreme damage AoE attack with either Ice, Fire, Dark or an Electric theme.
One labled 'Lore' at the time allows you to summon pets from several in game factions (sadly Longbow nor Arachnos were listed at the time). Summoning one Boss + one LT was the most potent iteration of the power, IIRC.
One labled 'Interface' at the time added a number of possible extra effects to your attacks (-Regen, -Tohit debuffs or extra Fire DoT for example). This could in theory free up slots used currently for IO damage procs.
Each of these slots had multiple levels of progression where they'd become more potent, and most of them had two branching options for each power. IIRC, Ionic Judgement could go two ways; one leaving control effects on some enemies in the wake of the attack, and one with straight up moar damage. I suspect what we've seen will be built on before the other 5 slots come in to play.
Just to give some people an idea of what's coming down the pipe.
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Quote:With the Alpha Slot, you can be build for this.Incarnate system is coming too. More slots just might be on the menu.
For example, you can shave a slot off of Hasten or Conserve Power if you get the Alpha power with RechRed. I point to those powers because they don't take IO sets, so if you have them you can allocate the slots elsewhere and see no loss.
Besides that, I doubt we'll see a straight up increase in slots any time soon. That's just not how the first 5 Incarnate levels we've seen so far work. If anything, it'll be like the Alpha; an indirect way to free up slots if you take advantage of it.
I'm sure others can see more possibilities.
Free Fitness means, for me at least, I can toss on Assault and Maneuvers until I can think of better changes to make. It also allows me to have Taunt, even on my damage builds. Meanwhile, I plan to take the time to digest the new status quo.
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Nice to see the thread getting some positive feedback. Hopefully David Nakayama reads the thread and adds the War Walls to his Architecture list.
Also I think the War Walls should give a damage buff to Tankers who are near them.
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The civilians will return this October as part of the Citizen Celebration Pack(TM), available for $5.99 at the NCSoft store.
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Spoilers:
The Carnival of Light does not exist 1-20, the current timeframe of Going Rogue.
As part of the Resistance Warden arcs, you free a bunch of Seers, including Katie and they go with the Resistance.
Speculation:
Sometime after you leave Praetoria at level 20, Praetorian Vanessa takes these girls under her wing and forms the Carnival of Light.
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...can we at least make them look a little better and be more interesting?
Grimy concrete with rust stained drains and vents. This is OK for some zones, like the RWZ and Kings Row, but for areas like Atlas, Steel Canyon and Founders Falls, people would expect better.
Second, the walls don't look like high tech structures built fairly recently. They're flat, featureless and have no practical access points for the maintainace they must need. The cyan force field completely dominates the landscape and often clashes with the local color palette.
Specific suggestions:
-Consider having the walls look a bit cleaner than they do now in some zones.
-Consider having sections of the wall covered in ivy in zones like Founders, Steel and Atlas.
-Murals. In parts of town like Kings and Skyway, how about community murals like a lot of cities have?
-Grafitti. In the worst parts of town, one would expect more graffiti on the War Walls, especially when they're next to structures that already have a lot of graffiti.
-Consider adding model detail to make the walls look less plain and flat.
-Instead of the bright cyan energy barriers, could we instead get something a little more subdued or neutral?
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Quote:I think the morale aspect may not be WAI. Just yesterday I was fighting three +3 minions in Neutropolis and whiffing like mad with degrading enhancements when two of them took off.Critters run away for one of two reasons: A power or script forces them to or their "grief" flag has been set to true.
The Grief flag gets set to true when the enemy's morale breaks. Morale can break because a team mate died too quickly, or because they cannot attack their enemy effectively. So, if a group of softcapped players AoE nuke half a spawn down, the rest are pretty likely to run away -- a bunch of their team just died AND their odds of being able to retaliate are at minimal levels.
I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
Now, the morale AI could be broke or they may have been shaken by how crazy my Defender would have to have been to be attacking them.
Oh, and *insert snark about enemies not running away from Tankers because they're not a real threat*.
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Quote:There was like a 1-1.5 second spread in completion time as well. So given lag, at best, it shaved a second off defeating a boss in the same number of attacks. Could just be normal statistical deviation, but if not it's still nothing I'd write home about.Note: Counting the number of attacks used isn't a good indication of whether things have changed. It's possible to hit a target with more attacks but kill faster due to higher dps/dpa. Do I know if that happened in your specific case? No, just saying that's a flawed metric.
I'm also waiting to try Bruising out on a ship raid to see how it does on the Magus spawns, but it seems like Praetoria has everyone's attention right now.
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