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Posts
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As I understand it Granite Armor is not your character encased in a power effect but a complete change of skin. You can kind of see that when you activate the power and the camera shifts slightly based on the larger character model.
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Quote:It sounds like someone was having a joke at your friend's expense. In the five years that I have been playing the only server designation I have ever heard of is that the Virtue server is the unofficial role-play server. I suppose maybe you could call Freedom the unofficial flagship server since it was used during beta and after launch but I've never heard it referred to in that way.I had a friend watching me play CoH one day, he asked me all sorts of questions and got really intrested in CoH. Naturally I fed into his intrest and eventually he bought the game and
I got him in my server and my sg. A few days ago I got a call from my friend asking me why I didnt tell him the server was for gays. It seems he was approached by several someones and was told that Victory server is the Un-Official gay server. Unfortunatly my friend ended up in a bad mix up of opinions and he was told that if he didn't openly accept homosexuality he should find another server.
My question is when did the creators of this game make the server I was on an Un-official gay server? And why are there groups of people telling others that if they are not "like minded", if you will, that they should move onto another server?
Why this sort of behavior is allowed?
I would assume my friend is not the first and nor will be the last in this matter.
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I tabled a suggestion in the Gauntlet 2.0 thread wherein an endurance drain/modification be added to Gauntlet that drains a small amount of endurance from the mobs to bolster tanker endurance. You would have to play with the numbers to make the endurance drain low enough that a single tanker cannot completely drain a mob and the +recovery from five mobs would be enough to be an effective endurance boost without being overpowered. Thematically it would simply be an indication of the mobs losing their nerve when they realize that they are outmatched and the tanker getting psyched up as he gains the advantage.
This should also make multiple tankers more attractive in teams as the effect stacks between tankers.
Quote:Good word by the way!It causes frustration and forced periods of inactivity without creating sufficient countervailing benefits.
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Quote:But, they still need to 'stress test' it. See how far the thing will stretch, if too many people changing too many things at once will bork it.
It might be short, but there will be an open beta
Agreed, if server traffic is going to bring down a server the developers will more than likely want it to be the test server. You never (or hardly ever) use your production environment as a test bed.
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Another fun and successful Tanker Tuesday on Liberty! Sending a shout out to all the folks that ran the Manticore TF!
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Welcome Red! Promise me that we won't get any evil Kadiddlehopper skits....
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Quote:Happened to me! I don't even remember which purples now but I got 150,000,000 for one and 75,000,000 for another. Who says there is no end game content? You give up the hero biz and become a multimillionaire like Ozymandias in "Watchmen"!The only way you will put yourself in the running is by getting a lucky purple drop you can't use and auctioning it, or getting even luckier with random rolls from merits or tickets: and that obviously is not something you can rely on.
Has everybody added the new Crash MacTavish action figure with Super Ego action to their collection?
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I'm in the camp of folks that believe Invy doesn't really need tweaking. I've got four or five Invy Tankers (Lvls range from 20s to 50) and at least one Invy brute (high 30s) and I am happy with the survivability of all of them. My Invy/Fire has some issues but she's in her low 30s just now and only running SOs so that should improve as she levels and is able to afford IOs.
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I'll be there! Look for Red Valor or Lord Ironhorse!
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Quote:I can't take 100% credit for the Critical Taunt idea but I do think that it would work out quite well. The extra mez effects shouldn't be unbalancing and the added endurance would definitely be a boon.Critical Taunt. Interesting.
This "Psych-Up" ability is an intriguing proposal.
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Quote:Okay how about this variation on a theme?
Well, as I said, most Tankers have some potent crowd control (most notably knockdowns) or other debuffs (EM's stuns, DM's tohit debuffs/fear, Ice's slows). It's not consistent, though. (It could be argued that it shouldn't be.)
Having said that, some sort of non-damage perk to make multiple Tankers more attractive on a team? I'd listen to the ideas.
Stick with the Critical Taunt idea that applies secondary effects from any single target attack to all mobs effected by Gauntlet for that attack but add in a small endurance drain that adds to the tanker's endurance. You would have to play with the numbers to make the endurance drain low enough that a single tanker cannot completely drain a mob and the +recovery from five mobs would be enough to be effective without being overpowered. Thematically it would simply be an indication of the mobs losing their nerve when they realize that they are outmatched and the tanker getting psyched up as he gains the advantage.
This would also make multiple tankers more attractive in teams as you stack the endurance drain effects. The AoE mez effects would just be there for flavor and to give the tanker a more powerful feel.
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Quote:I think we are about to see CoH head in a more competitive direction. Issue 16 will have power customization, more power proliferation, super side kicking and at least one new power set. Going Rogue will offer side switching, brand new content for all levels and two new powersets. Paragon Studios has shown that they now have the resources to expand the game and that they are not afraid to use them. Based on the current plans, looming competition and increased resources I think that we will see CoH continue to expand. Not that I expect it to become the WoW of the superhero genre but it will easily hold it's own up against the other MMOs within the genre.Your analysis of WoW vs CoH in the current market place I think is dead wrong (and where on earth did you get the idea it costs millions for them to produce a raid instance?!). 12 million subscribers wrong in fact (not to mention probably the highest retention rate ratio wise of any MMO to date). And this is what kills me most about CoH ... it could easily compete with WoW. If not exactly WoW's staggering numbers it could surely be garnering more then .0.9% or less of of and sadly with nothing more technologically speaking then they have vested in the game currently.
That is to say, the difference between WoW and CoH isn't production value ... its game direction. One is obviously much more popular then the other.
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Quote:Since we both agree that farming and power leveling are acceptable play styles then you can't really call AE a trivialization of the leveling curve. The developers are still actively monitoring activity within AE and adjusting it where necessary. I have no doubt that as time goes by the AE system will continue to evolve to the point where it is no longer the farming tool that it is today. Super-Sidekicking is a step in the right direction. It will do nothing to change the non-AE game content. It just makes it easier to fund and form teams outside of AE which I believe has been another big seller for AE farms as most of them are auto-level.If this were the case then he is tacitly approving the trivialization of the leveling curve that the AE system provides.
Quote:The fact that MA farms are so popular shows how poor the rest of the content in the game is. You (the generic population on this thread) may not feel that way, but I have yet to run a waiting list for doing paper missions or Brickstown story arcs. I have a waiting list every night I run an MA farm ... *every* time.
Quote:While I agree that not every scenario can be predicted, its gross negligence not to see how the MA system could be abused. I mean without a shred of MMO experience you could see how the abuse might occur. Given a modicum of MMO experience, the current form of the MA is inexcusable.
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Quote:The info in the title is all there was on his Twitter page.
However, I'm pretty sure you can see both themes in this video... or at the very least what they looked like at Comicon: http://www.youtube.com/user/GrumbleC.../4/0X1Hi3sOS5U
Hopefully this isn't technically helping leak info... I would assume not since it was publicly viiewable at the Con. <shrug>
Gah! First I'm you people taunt me with Twitter now your yanking my chain with YouTube! Have I done something to upset you this morning?
Blast the network security department and their rules!
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Quote:I again have to point out that any mechanic that forces tankers to concentrate on a single target is counter productive to their current role in the game. IMO, if the point of the exercise is to address any perceived tanker issues without changing their current aggro management capability then single target suggestions need to be left out.How about making it so that Taunt is changed into just single target like the Scrapper "Confront", and when it hits its intended (now only single) target, not only does it give you a damage buff (and perhaps moreso than what was initially suggested here)... but on the other hand, the tanker loses aggro (drops any "gauntlet" aggro that has been generated) and loses the ability to generate any more (beyond the single target currently "challenged") so long as this special "challenge" effect is in place?
Then you could justify giving the tanker significant extra damage for that temporary duration... maybe even closer to our commonly envisioned "superman" strength levels, and also in line with comic-book protector-types with crazy super power... when they decide to go berserker with a foe, they are no longer in the mindset of protecting others for that period of time and as such there is a risk to the team.
Of course if it's an AV and you have already cleaned up other foes before he does this, he still has the aggro of the AV and then it would not be much of a (new) problem.
It would also help soloing tanks who dont need to be protectors of anybody else... and are often without good damage capability
/rare poster but 36-monther between issue 1 and now
/not noobified
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Can someone please cut and paste the info here in this thread? I can't access Twitter from work.
What? Of course I'm working......
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Quote:There's a reason why you don't see this feature in other MMOs ... and you just answered for yourself why.
And I don't blame the devs. I blame the direction of the management (Positron specifically here).
You can't really blame him either simply because there's no blame to place. I doubt very seriously that AE was implemented with blinders on. Positron had to know that there would be a percentage of player base that would take advantage of the new system to power level their characters. He was probably also betting that there would be an equal or greater percentage that would use the Mission Architect to create new playable content, origin stories for their characters and any number of other narrative missions meant to be enjoyed solely on their merit rather than on their ticket or XP outlay.
What it comes down to in the final analysis is a numbers game. There are far too many people in the player base to effectively predict all of the ways that any new content or feature is going to be exploited so the developers do their best to plug obvious holes before release and then watch for new holes after the fact. Also realize that, despite individual opinions of it, power leveling is a valid play style within the MMO genre and as such the developers are not going to stamp out all the possible ways of doing so, only the most game breaking ones. This is not to say that I support power leveling, only that its continued existence is a form of validation and in some small way it is nurtured by game developers.
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Quote:I have to agree here. Repeatability is a major selling point for any MMO or any game for that matter. What's the attraction of end game content if you have to go through 49 levels of the same content over and over to get there? I think that is one of the reasons behind Super Sidekicking; to pull folks out of AE by making the regular content just as attractive as the AE farms without removing the option to power level yourself into a coma.1) 2) Having more content than possible for you to do going up through the levels is a good thing. It allows you to have options, and not have to do all of the content in order to gain levels. The bonus XP for teaming would also throw off any attempt to prevent people from leveling too fast and make them experience all of the content. Adding in new content in current level ranges also adds new options to the game, but allows you to miss other content while leveling up.
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Quote:Why would you bring up such painful memories? Have we offended you in some way?QR
For someone who is trying to seem so superior to everyone else because of his early game knowledge Kruunch sure doesn't remember how monumentally difficult the leveling curve used to be. When debt actually had a bite to it, and when gaining a single level was a feat post level 20-30. I remember going through entire task forces (which took substantially longer than today) and not leveling at all and just hoping I would dump my debt. -
Quote:I don't think that there would be any reason for any content to go away. Villains in comics don't really go away, their evil machinations are merely foiled by the hero. Heck death isn't even a really good deterrent in the pages of comic books so I would think that the content would remain but be level adjusted accordingly.Interesting, but what would happen when it's a city zone? Would those higher level trials and story arcs go away? That would kind of be a shame to use all that dev time on a zone and all its content for it to vanish when it becomes a normal city zone. At any rate, they already said that zone restrictions on hazard zones are going away anyways.
Quote:The problem with that is people could lean towards fighting early game mobs such as Hellions, Skulls, etc. Low level mobs start with fewer attacks that deal less damage, have less status effects, etc, compared to high level mobs. With everything being able to use all their powers (since they wouldn't be exemped) on lower level mobs, they'd have a(nother) way to circumvent challenge.
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