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All wonderful outcomes that were predicted, posted, and not dealt with before even closed beta.
Lots of folks new a straight up or down voting system with only human minders monitoring potential problems, that most issues would become entrenched and allow easy "gaming" of the system. If they had coded in to apply a kind of diminishing returns and other code based measures to curb overly harsh or overly lenient raters, then the system would have a lot more use and meaning, and Hall of Fame would be worth achieving. -
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Because the content from the contacts in Ouroboros is 25+.
[Yes, I know you can still do Flashbacks from a base if you are lower level as long as you are teamed with the person starting who has to be 25+. It would appear the Devs wanted the Ouroboros content to be level restricted. ]
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The Shivans in the intro Arc are level 25. But you can enter BB at 15 and be auto sked to 25 and fight shivans. Lower than that you may not be able to handle the Shivans as well.
But also think of it as your reward for making it half way to 50.
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My point was you cannot get any of the Ouroboros contact's arcs/TF's until you are 25, so there is no reason to allow character's under 25 into the zone (other than the secondary effect of having a zone travel power). I doubt it has to do with Shivans as you can face those villainside at level 15 in Marshal Brass' arc.
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Agreed. It's not just the level range of certain mobs used in missions, it has a lot to do with the AV/EB and their abilities. Just at a rough mentail estimate of their powers and abilities, they're most assuredly not lowbie friendly. People exemping down with 50s have trouble with Nosferatu as-is. -
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I tried the footsteps initiative..fun but long..anything shorter??
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Probably not. It's hard enough telling a good story in 5 missions with the file size limit. It's near impossible to get a solid story in less than 3. Most people who are going to put the effort into a good story (HoF worthy) aren't going to try and make one that's super short at the same time. -
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The truth is, Ranking is the ONLY reason I care about Prestige at this point. And once we hit the Top 10, I'll probably stop requiring it at all. It's just a matter of the challenge to get there.
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Then your stated goals are in conflict. You can either be a prestige mill, or you can be an SG that tries to keep active members and have fun. The two are almost mutually exclusive.
My advice is give up on the meaningless rank stat. It's not relevant to having a good game experience. All it is is ego stroking, and for people who know, it doesn't really say a lot about you other than you know how to grind and get other people to grind for you. -
Short answer, yes you are outleveling some things. Most of the things you named on your list run to 50 though.
However that's kind of the point. There's supposed to be more than you can possibly do on one character, so that you feel like you can start a new character and do entirely different things. -
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So it's not just me. Good, I'll file a ticket. Strange, it's happened on several characters, too. This is just the latest. On my Tanker, I didn't worry, I just waded in, but for a L10 Defender, they're just too much.
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Considering no one has mentioned an incident even similar to your (admittedly vague) account, I'm still voting that it's just you. -
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I don't mind the animation for Kick, although I'd like it to respond a touch faster. Like you I too love sending foes flying with it
Jump Kick's animation, however, is an abomination. I really wish they'd change it to something that looked a little less like it was being executed by a brain-damaged, daredevil lemur after having drank down an entire case of Mountain Dew and Surge.
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How'd you know they made that power for me? -
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And though I like the idea of plant control, it offers little in the way of damage or grouping effects.
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Wrong and wrong. The AoE immobilise of Plant is the most damaging of any control primary. Creepers do good damage too especially since you have a kinetic on the team already. As for grouping, Plant gets one of the best very early. Seeds of confusion makes everything run toward each other if they decide to melee, and the immob then keeps them there.
I agree with the people saying you need some more control on the team. Especially if you play much of the content in the MA, which often rewards having a variety of abilities at your disposal. -
By way of preamble, there's been some interested observation of EVE Online in our own Comic forum over the last few months. The large scale PvP wars took some interesting turns and it was fun to talk about and watch, even if playing the game isn't that exciting. Because of that I've been following the articles written by the Mittani, spymaster for the Goonswarm Alliance.
His latest article covers his trip to EVE Vegas. In the midst of drunken debauchery seeking a story, he talked about a Development workshop where they come upon some great ideas to revitalize the somewhat pointless lowsec areas of EVE space.
The gist of their ideas had to do with Corruption and Vigilantism. One one level what he was talking about rang a lot of bells. The idea that PvE could feed effects on PvP areas sounded very familiar to me. There's also a lot about how to take advantage of their existing skill systems and resource/crafting management.
So this got me to thinking because PvE Competition has been something I've posted about a lot for this game at various times. I'm really behind the idea that PvP and PvE can in it's own ways feed each other, opening and closing off content, changing the abilities available to either side etc.
I think all these thoughts could apply to our game in various ways. Either in the new expansion, or in a revamp of the mechanics for PvP zones or base raids. We've seen the addition of PvP specific awards, I think the system could be expanded. I think Competiion (through the completition of PvE content) would provide new motivation and rewards along the way to changing alignments.
I'm sure based on the hints we've been given I'm at least a little behind the devs on this kind of thing. I just wanted to point out that broadening the conflict/competition beyond the personal level of storytelling would not go amiss with at least some of your players. -
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30 Days seems like it's far too much. Keep in mind we're bringing in a lot of lowbies that play for a day, then never play again.
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Like I said. Stop focusing on bringing in as many people you can, and focus on making things fun for the people who are there, so they stay.
You're the victim of your own procedures right now. You have to recruit and kick so many people because there seems to be very little reason for them to stay. -
Relax your time active requirement first off. I could get sick and miss a week and a half without blinking. Not to mention if I simply decide to make a round of my alts and burn patrol xp. Take a look at the number of people you have, the number of people you recruit, and the number of people you've booted for inactivity. If those numbers aren't pretty much in order from highest to lowest, you're suffering from Churn, which is not a good way to maintain.
Don't expect too many people to make your SG their main one, and allow for work/school/life. 30 days would be more realistic.
Apart from that, set up a Teaming Day. Also consider a team of specialty characters, or a Level Pacted Team (8+ players, 8+ offline alts). Use the powers of an organized team to speed up/smooth out leveling, and give people a definite advantage in that they're getting 2 characters at once.
In other words, give something people to do, instead of making rules that basically just say "stay and play or get booted" -
Be more proactive. Do what people have suggested and take steps to rectify your own problems. Don't nerdrage and expect folks to have sympathy or jump up and go fix them for you. I'm nearly certain there are things you can do to improve your situation.
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Patch Notes are not a full changelog. There's always plenty of things that get fixed without a not because they're minor. Besides, you're trying to change the issue. Just be wrong and let it go.
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Hey wow, patch notes are up before the end of the business day. Who would have thought?
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Yes we do, as long as the install a patch w/o putting the notes in the designated spot, the one that's linked on the CoHUpdater screen.
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They do put notes up, after the servers have been brought up successfully, after the notes get cleared by everyone in the office that needs to clear them. If you don't see notes by the end of the day, then maybe maybe you have something to whine about. Until then, it's the same procedure they've always followed and you really need to shut up. -
Not that having actual information would stop you from whining, but many times if they are fixing exploits with a patch, they don't release notes on it as they tend to give a clue as to what the exploit was. Even if they think they've fixed a vulnerability, explaining what they did and why just gives people knowledge that makes it easier to find other exploits, or starts flamewars about why changing something was right/wrong.
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Not reading the thread, just responding.
AE may be "entertainment" but it is also simulation. I'd say that Vanguard would be happy to see anything that gives heroes and villains more reason to be onscene in case of an alert, and as well trained as they can be.
Besides there are other businesses already have active buildings there. -
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Oro TFs have the same restrictions as normal TFs do,
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Other than the fact that people have to be there for the entire thing, they have almost none of the same restrictions as true TFs. -
I was under the impression the Thug pack was meant to tie into Natural origins.
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I am a very sad lemur.
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Spoofing the rating system is an issue, but forcing people to do anything is not the solution.
They can do things on the back end to weaken or nullify such ratings. They don't have to allow people to "reverse-grief" by forcing them to play through content. If such a change were implemented I would immediately quit any arc I found myself on with it enabled. Even worse if I were in a bad mood, I'd play through until the end and 1star the arc for using that option to serve as a warning to others.
This solution would do more to kill the rating system than anything that's going on now. -
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would also destroy the idea that you should be able to lvl from 1-50 via MA alone if you like.
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Not really. My MA only SG plays from 1-50 in Steel Canyon. Picked the zone because it has the full assortment of facilities, Vault, University, Market, Tailor. Getting around is not difficult even at level 1.
Even so, I'm not in favor of removing buildings from zones unless they're markedly inappropriate (like Sharkhead). Mercy works because of the fortress and the high town, and Atlas works because it's the heart of the city. -
Death is Ghost Widow.
Sun Moon Tower and Wheel of Fortune aren't anyone. They are symbols. -
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i would have gotten a screen shot but i don't have the program for it.
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The game is built to take screenshots