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While giving us Inherent Fitness for Going Rogue/Praetorians would have made a certain amount of sense I actually suspect the main reason we are getting it when we are has more to do with the game-changing effects of the upcoming Incarnate system than new Praetorian players.
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Quote:I'm not strictly against this suggestion for people who seem to need it. But I will counter that it has never taken me more than about 5 minutes from the time I start looking for Tips until the time I get one. I have "hunted" for new tips like this at least 20 times that I can think of so far.You know how sometimes it takes an hour or more to get your first tip of the day? Well, how about this...
For a low price (say, 100 inf), you buy a Newspaper from a Newsie. What you get from this is one random tip. You can only do it once per day.
The key for getting them quickly seems to be street sweeping the highest level bosses you can handle. Based on my experience it never takes more than maybe 2 or 3 +1/+2 bosses to drop a Tip for me.
Perhaps instead of this suggestion people should just be made aware that the easiest way to get Tips is to fight the biggest guys you can find.
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Quote:As games like this age there's always a tendency for the Devs to allow a certain amount of "power creep" to accommodate their top-heavy playerbase. This happens because a growing majority of players become veterans and constantly demand more challenge and correspondingly more power. Years ago when people first started to suggest some kind of "Automatic Stamina/Fitness" I suspected that it would eventually happen in some form or fashion because that was an obvious way to boost everyone. I didn't strictly "predict" that Inherent Fitness would happen, but let's just say when I heard that it was coming I was not surprised in the least.But the issue I am bringing out is: Is it wise to make the characters in tis game even more powerful?
If that occurs, what will be the unintended consequences? Will we see more endurance zapping mobs? Will mobs start to hit harder? Will the balance of the game change, and would it change evenly across melee and support ATs?
So is Inherent Fitness good thing? Time will tell of course. I do think the general difficulty of the game will need to be tweaked upward to accommodate it. With more power the game really needs to be made a bit harder across the board to match it. This game is relatively easy already and if the challenges aren't raised to meet it it's going to be even that much more simple with everyone having Inherent Fitness as a common denominator.
I'm one of those folks who didn't really think we NEEDED Inherent Fitness, but I understand why it happened and I realize most people will love it. Like most things in this game I'll adapt to it and move forward. -
Quote:As I mentioned before I played a few years with CC and now a few years without it. I feel I have the experience to truly understand the difference between those two build scenarios. All I can say (based on my opinion of course) is that I definitely feel I improved my overall gameplay without it.It seems to be a difference in playstyle and focus. I tend to want to maximize control on my controllers. I want to lock foes down, even if it takes longer to kill -- I figure high-speed killing is what teammates are for, and I can take my time when solo. Damage is certainly part of the job, but not the main part.
I initially took the same tack you did with the idea of wanting to "maximize control" on my controller. Theoretically there's nothing wrong with that mindset. But in practice I realized that Fire/Rad offers so many tools to both effectively control and do damage that more often than not CC proved to be either a limiting factor or an overkill factor, either of which was less than ideal. There is a balance between controlling and damaging and to my mind I realize now that a CC build leans a bit too conservatively towards control. That amount of conservatism is frankly unnecessary.
Bottomline there's nothing strictly wrong with CC and I'm sure people who still use it do well with it. I just think it's pushing it to say if you don't use the Hotfeet/CC combo you're playing it "wrong" or some-such. I prefer to realize the powerset combo has more flexibility than that.
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Well good luck with that. I'll just go spend 10,000 INF in Grandville or FBZ at the jetpack vendors. *shrugs*
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Quote:I admit I thought that 20 million INF value was a bit steep at first myself.A lot of people balk at the 20mil conversion charge at first, but once you realize how easy it is to get something worth much much more than 20 million, you can quickly find ways to get good stuff for any of your characters much faster than you could before. Not to mention it's amazingly solo friendly.
But to embellish on what I mentioned earlier each time I've used an A-merit to roll for 5 rare recipes I've been able to craft and sell those 5 for a combined 50-100 million INF on the markets. Obviously there is some randomness to it and I'm sure it's possible to roll unlucky and lose INF on the deal (assuming you choose to spend 20 million on a conversion). All I can say is that I've seen nothing but net gains so far.
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Quote:The part that worries me about these nukes being considered "an exploit" by the Devs (if that is indeed what happened here) is that it leads us towards the "any legitimate usage of a power can be considered an exploit in any given situation" death-spiral.That made me think of the irony of the fact that by the devs not saying we're wrong about it being an exploit because they can't say it IS one, pretty much would mean it is.

My guess is that if any group of players spams several dozen copies of -any- power at -any- AV it's going to be a major overkill regardless. Is that necessarily the players' or power's fault? Does that mean any power could be banned if it's used enough times in one place? I just wish (for once) the Devs would fix a problem with the finesse of a scalpel instead of the hamfistedness of a sledgehammer. This power ban has all the hallmark smells of the Devs effectively telling us, "There's something going on we don't like but we don't really know how to fix the specific problem so let's just randomly nerf/ban stuff until it all goes away."
That is, as they say, a really crappy way to run a railroad... -
Quote:I'm sure they could do something like this that would be balanced enough. The problem is that people would figure out which ones are the most useful ones for specific ATs/Powersets and no one "in their right mind" would ever use anything else.How about a choice of signature hero as your Inspiration, Diety, Mentor, Advisor whatever (I don't know what would be an appropriate title). Depending on which one you choose at character creation you get some different mods to your inherent base attribute. The amounts of course would have to be very carefully balanced to not allow exploitation, or prevent nerfing. I'm one of those folks who spend a modicum of time tweaking their build so my example number might be way to low or way to high I don't know. These are just random numbers I pulled out of a hat to demonstrate my idea. Feel free to input numbers you think would be more appropriate. Many other role playing games have kind of something similar but tied to your choice of your race -- elve, orc, human, etc. I think role players would particularly like this...maybe. A few VERY Random Names and Examples:
* Statesman (The Leader): +5% Dam, -5% Acc, +5% Rech, -5% End Cost, +25% Dam to Brawl, -5% Run Speed.
* Synapse (The Avenger): +5% Dam, -5% Run Speed, +5% Acc, -5% Reg, +5% Health Bar, -5%
* Sister Psyche (The Forgiver): +5% Health, -5% Dam, +5% Health Bar, -5% Res, +20% Run Speed
* Lord Recluse (The Punisher): +5% Reg, -5% Health Bar, +5% Endurance Bar, -5% Def, +5% Res, +Status protect.
* Manticore (The Redeemer): +1% to all base inherent attributes. (This would maybe be for casual players who don't want added complexity to enhancing builds)

This idea falls into the same trap that would happen if they allowed costume items to grant in-game bonuses. Everyone would figure out which items provided the best combo of bonuses and everyone would end up looking identical.
Therefore this is not technically a bad idea - obviously it works in other games.
It's just one that I feel would ultimately lead to less diversity in this particular game system. -
Quote:I'd prefer our Devs attempt to crush their MMO gaming competition as completely as possible. Since this is one of the few things this game's competition actually handles well I think there's more than enough justification to spend a little bit of time on it here. *shrugs*if they could wave a magic wand and this extra slot would appear in a cascade of fairy dust, sure why not.
since it would consume dev resources that could be used elsewhere on more widely applicable systems, I'll pass.
I mean, if the give me more slots I'll take em, but I'd prefer they direct their focus elsewhere. -
Quote:Well I don't think anyone, even the OP, was talking about "giving them away" for free. Even though I don't agree with the "attach them to the purchase of the existing Super Booster Packs retroactively" idea at least you would have had to spend the money on those Booster Packs to begin with. That's not exactly giving them away. I still think they'd be far more suited to be a part of -future- booster packs but either way the Devs would be getting EXTRA money for them.Got no problem with the devs selling more costume slots. DO have a problem with them giving them away as it takes programming time away from other things for what is at best a minor QoL improvement.
And citing Champions Online in support of any idea probably does more harm than good.
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Quote:Yes I don't think anyone was denying that was a method to get it. But even if you aren't personally involved with the teams running the raid you'd still be at the mercy of some group of people doing the raid to drop the shields in the first place. Basically a raid has to happen to get this badge, period.You can get the badge without being in the ship raid. Once the zone announces the shields are down, just fly over there, get your badge, and leave. That's how we got our RWZ beacon.

Apparently (due to time zone considerations) the OP is having trouble even finding active raids in the first place. *shrugs* -
Quote:Yeah I've got a Peacebringer (without the Glowing Touch ally heal power) who has a few thousand points healed to her credit.have you ever rescued Lady Grey in her Vanguard Arc, she has a heal and uses it a lot once the ambush happens.
I figure it can only be from missions like this one. *shrugs* -
Apparently the changes associated with I18 and/or Going Rogue introduced new bugs into Day Job related badges. For what it's worth I never had any problem getting that badge on multiple hero alts months ago.
The latest patch on the Test Server reportedly fixed several Day Job badge problems:
- Fixed a bug that prevented being awarded the Day Job Accolade Mercenary.
- Fixed a bug that prevented being awarded the Day Job Accolade Rapid Response (Hero)/Trouble Maker (Villain)
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Quote:Bingo!Many players are just using their A-merits to buy random recipe rolls, crafting and selling the enhancements, to raise inf to buy the recipes/enhancements they want on the market.

I've only bothered to do this a few times so far (trade in an A-merit for 5 random level 50 recipes) but each time I've managed to craft those recipes and sell them for far more than the 20 million INF it'd take even if you just "bought" that A-merit via the conversion cost.
Basically if you're looking to get Purple/PvP IOs it's easier to use A-merits to generate INF (via crafted recipes) to get them from the market as opposed to directly buying them with 20+ A-merits. Based on the results I've seen I think anyone could get any Purple/PvP recipe they wanted within say 2 weeks as a worst case scenario. -
I consider this "explore badge you need to have a raid happen to gain access to it" is about on the same level as the Mayhem/Safeguard explore badges, at least from the point of view that they can be annoying to get if you can't be in the "right place at the right time" but not impossible.
Technically speaking were I a Dev and had it to do over again I'd probably not "trap" an explore badge in a situation like this. But since it has been like it is for years now I'm not entirely sure it needs to be made any easier at this point. The level of annoyance to get it is far lower than say what Isolator was back when the only way to get it outside the tutorial was via that one Contaminated spawn in RV.
Let's just say I'd suspect the Devs' priority for making this one badge easier to solo will always be very, very low. -
Quote:Yeah regardless of the merits of a "wild west" zone for this game the fact that the "other" major superhero MMO already addressed that theme pretty much makes it off-limits here. I'm assuming that's what you were referring to. Anyway it'd be hard for anyone to take it seriously as it would just be seen as some kind of copy-cat maneuver.Um... I'm assuming everyone here knows about that place in that other... ah... amusement or pastime... with the Western type theme park area with all the malfunctioning mechanical cowboys... right?
I'm not exactly sure what kinds of new zone ideas might be cool here. Maybe the classically suggested moon zone? But I do know that whatever they come up with here pretty much needs to be original, or at least not exactly like that other game at the very least. -
Quote:Or technically speaking, the basic game itself...Boosters should totally add a Badge for each one.
It's not like there aren't other badges you can buy for real money, such as Agent of Order/Chaos. Or, technically speaking, all of the Praetorian badges.
If you take your argument to its simple conclusion we've all paid real money for -every- badge we have.
But despite that fact many people pitched such a fit about having to "pay money" for the Pocket D VIP Gold Club Member Badge in the Good Versus Evil Edition "goodie pack" that I highly doubt the Devs will ever release a single badge in a Booster Pack like that again.
They got away with your Agent of Order/Chaos example because that was part of a bigger retail expansion with lots of other content (and other badges). I guess as long as people don't feel like they are paying money "just" for a badge they are fine with it. It's a matter of perception. *shrugs* -
I'm not a doctor (nor do I even play one on TV) but I've read where they think now that the vast majority of ulcers are actually caused by certain types of bacterial infections. They used to do surgery pretty much every time they treated ulcers but now many of them can be "cured" without surgery.
Obviously you need to get a doctor to verify exactly what your situation is. But as I understand it if what you've got is an ulcer that doesn't automatically mean surgery like it used to.
Good luck regardless.
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Quote:I'll just add to what others have said about this mission with a general observation:WTF!
Have they designed missions specifically to send you to the hospital numerous times?
Is there any AT that solo can withstand 10 sappers along with 10 turrets (that are extremely difficult to defeat) and 10 engineers all at one go?
What the 4311 where they thinking?
Every AT/powerset in this game has an enemy type against which they do the worst at. It's basically the closest thing this game has to the concept of "Kryptonite". There are some situations a Controller finds trivial that a Scrapper completely falters at. There are other things a Tank or Brute can do a Blaster would never dream of.
Basically this mission, for you, was your Kryptonite. Most people react as you do and automatically assume the game is at fault. It's hard to accept that even if you can breeze through 99% of the game the other 1% is MEANT to be hard. That 1% is hard to keep you on your toes and make things challenging. If you think about it this game would become fairly boring fairly quickly if you could do 100% of the content with your eyes closed wouldn't it?
So step back, dust yourself off, change your tactics and you'll figure it out.
Good luck to you.
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Quote:God forbid the Devs figure out a way to not only make more money for themselves (by selling optional costume slots to existing characters) but giving people another avenue for enjoying this game. These kinds of revolutionary ideas are clearly evil and have no place in a game like this... *sigh*so what's this "undesirable" effect it will have? Making RPers enjoy the game more?
Now to be perfectly fair I don't actually like the idea of stuffing costume slots retroactively into the existing Super Booster packs. I think the Devs would be better off offering them for sale as standalone upgrades (like Champions Online does it) or as part of future Booster Packs. But beyond that quibble I'm obviously all for this idea. -
Quote:Yes the save/load feature we now have does exist. Of course it took many years before we even got that.So the devs should find the time to change the UI to accommodate additional costumes for the small number of people for whom going to the tailor for a couple of minutes is a major hardship?
OK. Still /unsigned, completely unnecessary and removes a money sink from the game. The means to have as many costumes as you want on one character already exists.
I won't even bother to seriously address the idea that the tailor is an effective "INF sink" for this game. That idea might have held some water back in like 2005, but now? Hardly...
As to the idea of getting more costume slots per character being something that only a "small" number of players want and therefore is something our Devs shouldn't spend any time on I would say that's a completely unsupportable position. I'd be willing to bet there's a relatively small subset of players who still go on Hamidon raids, still engage in PvP, still bother creating SG bases, are into marketeering big enough to earn billions of INF, bother to fully Purple IO their builds, bother to try to collect every badge in the game, etc. Even for the people who do like some of these various things it's quite likely they don't enjoy doing ALL of these things equally as much as other activities. So if not everyone likes to do these "side" activities why are they maintained in the game? None of them directly provide XP to level characters to 50 - perhaps they should all be removed because, by the extension of your argument, they serve no practical purpose.
I tend to believe that this game is superior to Champions Online in many, many ways. But one of the few things that other game provides that we sorely lack here is a means to obtain additional costume slots (beyond the current few we have) for characters if desired. I played Champions Online for several months before I gave up on it, but one of the cool things I was able to do was have a character who by level 5 had 12 different costume slots set up. I was able to easily do things like have "helmet on" and "helmet off" versions, multiple causal clothes looks, and even have multiple "damaged outfit" looks all ready to switch to instantly. Granted you might not care about RP in any serious way and there's nothing wrong with that, but the ability to have all these variations ready to go instantly (without having to save/load anything) is a godsend for people who care about it.
Just because you don't care about this game being inferior to Champions Online in this area doesn't mean that this feature would not have any value here. Think of it this way: if something like this made a bunch of fashion-obsessed catgirls continue to throw money at this game by staying subscribed and buying more costume slots then that would indirectly support whatever version of this game YOU like to play.
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I'm not against the idea of having all sorts of customizations for all sorts of powers.
But I think there has been an ongoing trend in this game since the beginning to keep things "origin-neutral". The Devs have avoided making origins count for anything significant because, for lack of a better reason, origins are something you can't respec. People would likely scream bloody murder if "such-n-such" power customization were ever LIMITED by origin choices.
I prefer the tack the Devs have taken by leaving most things origin-oriented up to players' RP choices. I would prefer the game continue to avoid making anything limited/restricted by origins. Now that doesn't mean I don't want origin "looking" things added to this game. It just means I want to make sure I have the choice to use any newly added feature regardless of my characters' origin.
Think of it this way via the following example: We've now had five Super Booster Packs covering all five origins of the game. Despite that ANY of my characters can make use of ANY of the features of those packs they want. No restrictions.
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Quote:I knew what you meant. I was just being general about the idea of "cutting-n-pasting" all the content that's important about both the red and blue side Ouroboroi and merging that into one instance of that zone.Oh.. I just meant the mission listing as cut and paste, is all. Not cut and paste Oroborous.
Then create a second "Villain" crystal on a new Oroborous map and drop the mission listing in there. then have the Crystals dictate "You are not a Hero/Villain, buzz off!"
And then rework all the different Oroborous portals to lead to the same zone.
Unfortunately you'd also need a "Villains Only" exit as well... So that could kind of suck...
-Rachel-
All of those little details you rattled off (plus probably 10 others we're not aware of that are "under the hood" so to speak) would together combine into an overall effort that I think might be deemed by the Devs as "more trouble than it's worth." -
I played my main Fire/Rad for about two years with Choking Cloud until I finally respec'd out of it. I based this decision not because I consider the power to be unworkable but more because I realized that my playstyle had evolved to where I was more "ranged oriented moving with around with Hover" than "stand next to a MOB and slowly cook them to death" oriented.
I use all the other main mez powers offered by these powersets (Char, Fire Cages, Flashfire, Cinders, EMP) and Hot Feet when soloing. With the mobile flexibility of Hovering I can better adapt to either team situations or solo situations and I have better "control" over my Imps because I can float over them and keep them more centered under me vertically.
I feel that with both Cinders and EMP as main hold powers (instead of considering EMP a "panic button" occasional power) I don't need to worry about maintaining Choking Cloud, an END-heavy toggle with RANDOM mez functionality. With Cinders, EMP and the Flashfire/Fire Cage combo my chance of holding MOBs becomes much more reliable and deterministic. Between my Imps and Hot Feet they are dead long before those click mezs wear off so having another toggle power constantly burning END to "reapply" mezs doesn't really prove to be all that useful in the long run.
People may argue that relying on EMP is bad because of the -Recovery disadvantage. But my counter to that is since I'm NOT running Choking Cloud my END situation has always been manageable. As a level 50 Fire/Rad I can constantly move from MOB to MOB firing EMP as often as possible without needing to eat blue pills or Resting to get END back.
Bottomline the constant toggle mez effect of Choking Cloud proved to be A) too random, B) too END costly and C) forced me to stand next to nasty MOBs effectively immobilizing myself. The recharge of my click mezs are more than fast enough to be reapplied on MOBs if needed so I don't need an additional END-hog toggle doing that for me whether I need it or not.
I tend to think Choking Cloud is good if you're more primarily solo-oriented and/or perhaps if you're not a well IO slotted level 50. I can certainly see situations where it could be a useful power and when I was lower level I did use it a lot. But again for me I ultimately found more reasons to drop it rather than keep it.
As always YMMV.
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Quote:I know what I'm about to say is going to sound very weird, and players who love MMs will probably think I'm insane, but frankly if they made it so I had to control my Fire Imps the same way MMs control their henchies I might very well stop playing my Fire Controllers.On top of all that, consider the quality of play. Sure there are situations where a dumb pet makes things harder. But I can easily foresee more situations where the need to give your pet commands would make it harder still. A buffing or healing controller, or an AoE specialist Dominator, is already busy enough on a team. When I'm in the mood to micromanage, I'll play my MM thanks.

I have absolutely nothing against MMs and I realize the people out there who love to micro-manage their henchies do very well with that. But for me I simply CANNOT stand that level of pet micromanagment. After years of play I've learned how to manipulate my Imps via my own character movements very well. Sure they occasionally still run off and do something stupid on me, but the frequency of that happening is far, far lower than most people seem to think it is if you know what you are doing with them.
I actually happen to think it's one of the strengths of this game that not all pet ATs work exactly the same way as far as pet control goes. If Controllers/Dominators worked the same way MMs do that would be a net loss for the diversity of this game.
