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That's an interface change, not a mechanic change. All you're changing is where you're seeing the ability to apply a flypose. It doesn't suddenly solve the problem of actually allowing you to select a flypose in a method other than as already exists.
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Quote:Actually, players like XP. At launch, street sweeping was exponentially more popular than missions because it was way, way more rewarding. One of my early scrappers cut his teeth on an eight-man team cleaning up Boomtown. It took a reduction in debt while indoors and massive mission complete bonuses to get players to see missions as worth the time.And yet people don't realize that some concepts do not stay good. When CoH came out, the idea of instanced missions was new. A lot of the content was supposed to be outdoors... yet players like playing missions.
Quote:Just because it was 'originally designed' does not excuse re-looking at things and removing annoyances. -
Quote:It still doesn't address the issue that it helps reactive mitigation, such as heals or debuffs, less than proactive mitigation. Any mechanic that deals with the percentage of team health is automatically going to favor Empathy (which can control that) over Force Field (which can't).The reasoning behind this is that the defender's moral is up when the team is healthy allowing him to focus and do more damage. When the team starts to get hurt, moral drops but the defender is able to look deep within himself and rise to the occasion. The defender saves the team and boosts moral again.
This same concept applies to soloing as well, the defender has high moral when he is healthy allowing him to focus. When he gets injured, he loses moral but is vigilant and able to activate powers at reduced cost. Allowing him to recover and boost his moral. -
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Quote:By that logic, nothing can be changed in the game ever. As soon as it hits the live servers, it becomes "part of the game" and thus holy and untouchable. If the devs ever change their minds about anything, or realize an oversight, or find a problem, that's just too bad. The players have laid their hands on it, so it's off limits forever.And you missed the point again. Whether or not it is intended is irrelevant. It has been left in the game, and thus, has become part of the game. Doing nothing about something is still doing something about it, and thus, effects the community if it's removed later. You claim powerleveling/farming was unintended, and regardless of whether it is or it isn't, removing it at this stage of the game to the extent they are doing will make people unhappy.
Will the community react to a change to something that's been in the game for an extended period? Of course. But the duration of a portion of the game has no bearing on its merit. A problem is a problem whether it was introduced at launch or yesterday.
Quote:If you play a PnP game, and it's a terrible game, the GM is the reason, not the players. A competent GM will be ready for any situation.
Go to Atlas park and count the number of times you see a boss/farm team looking for more. Figure 8 people per team.
What server do you play? Check all servers, I play Virtue, Inifinity, and Justice. I notice it less on Infinity, but farming is still there.
Quote:Make a data table if you are that concerned from all servers based on population to the number of AE farms running. My guess is Freedom and Virtue will both be close to half the population is farming.
Quote:Lots and lots of ad hominem attacks and repeating of the same invalid point
Quote:The arrogance is all you.
Quote:Your problem is you think the Dev's do no wrong, and all changes to the game lies on the fault of the players.
Quote:It's pointless to argue with someone who lacks any intelligence, or is a troll. -
Quote:Right.Asymptotic in this case means it approaches zero, but never reaches it - the formula for reduction is 1/(1+reduction). So 100% endurance reduction will actually be 1/2 endurance cost, 200% {hypothetical, natch} would be 1/3 cost, etc.
In essence, endurance reduction naturally has diminishing returns built into it; each point of reduction does less than the one before it. In cases of powers that cost a lot of endurance, this doesn't matter as much, but the bread-and-butter attacks that one uses all the time don't cost much anyway. Reduction in those attacks tends to only shave off a point or two of endurance, and their drain is smaller but steadier, so the effect of the enhancements isn't as large as you'd think.
Endurance reduction and recovery also magnify each other, so increasing reduction would make Stamina an even better choice than before. I do like the idea of making reduction enhancements more powerful, but it's not going to suddenly make everyone's endurance woes vanish. -
Y: The Last Man series [+1]
Sandman series [+1] -
Speed Boost does include resistance to slow, but I'd actually add a little more to IR, in addition to Immobilize protection. As it stands, there isn't much reason to use it in combat, and no reason to take it at all if everyone takes travel powers anyway. Slow resistance would make sense conceptually in IR, and it shouldn't be problematic.
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It doesn't quite solve the problem. It takes a little more sting out of the most costly powers, but as endurance reduction is asymptotic, it doesn't help quite as much as it should.
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Straight from the 5th paragraph of Positron's post:
Quote:So, no need to worry. It's already happening.This means that no matter what level ranges you have in your group, you can ALWAYS play together and you can ALWAYS get XP. Yes, we are even changing the way exemplaring works so that you get XP while you are fighting at a lower level. There will be an option of having the old way of exemplaring, and earning extra Inf. instead, for those players who want to earn some more Inf. instead of levels. -
Does it count as Godwin's Law if you declare your opponent to be Soviets instead of Nazis? Or can we get a new law that encompasses that as well?
Woah! Is that our first postcount attack on the new boards? -
Quote:Since they haven't been posted here yet, here's the YouTube link.I won't be much help there. I lost the thread they were posted in. You may want to go to City Life and outright ask for them. I'm sure someone will be kind enough to drop you a few links.
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While Power Boost sounds nice to give Defenders as an inherent, it's pretty useless for Sonic and Cold, and not super useful for Kinetics or Dark. Substituting one useless inherent for another isn't the way to fix anything.
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Mez Protection runs into a similar problem: it's not much use to Sonic or FF, who already have significant amounts and see limited use to the current Vigilance, being primarily proactive mitigation. -
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Also while the zone has a trainer that almost no one else uses it lacks a hospital and a store.
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It could definitely use a hospital, yes, but it does already have two stores. I have no idea how recently they were added, but I went in yesterday and saw two Smuggler Whoevers on my map.
Heroside, I dislike how Talos has become a hub without any real reason. It's got a Pocket D entrance, a Wentworth's, an arena, the ferries to Peregrine and Striga, and all five origin stores all clustered together. I don't remember anything saying that Talos was the main hotspot in the whole city, so it rubs me the wrong way that it seems to be the default place to stick anything cool and useful.
Villainside, the list of zones I like is much shorter: St. Martial, and only parts of it. Insert standard "villainside is too dark, dirty, etc." rant. -
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I'm pretty sure Prisoners were (at least supposedly) removed due to some crazy double XP bug.
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Last I checked (even after the first fix), instead of the lower rewards they're supposed to give, they were giving double what anything else gives. I'm guessing they were pulled because the fix didn't stick. -
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Make them EBs, but allow them to lean towards AV-strength due to the buffs?
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Do this, tweak their aggro rules so it's easier to separate them, and I'm all for it. As it stands, it feels like the encounter was specifically designed to be impossible unless the team absolutely overloads with brute force (Shivans and nukes) or bashes their heads against the PToD with a Perma-Dom Mind/ and trivializes the encounter. Anything that allows for a great range of strategy is better than what we have. -
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Have a click power that for a short period (5 seconds) buffs your run speed, gives you a repel aura, a high damage but short range damage aura and Bob's your uncle?
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I can imagine lots of ugly timing issues with that. If the ticks go off wrong, you're knocking the enemy away without damaging them, damaging them without knocking them away... It also can't have an animation (as that would be overwritten with the run animation), and it can cause control issues if the speed's too high. Not a bad idea, but I can see problems happening pretty easily. -
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Do we need an official "Architect is ruining the game" thread? I mean, I was enthusiastic to discuss it at first, but I'm getting a little weary of the reruns.
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Well, if I were running the boards, we'd enact my three-step plan:
1.) Create a single, official thread for all these rants. Sticky it, so it goes to the top of that section.
2.) Have a large, formal announcement that the thread exists, and that all complaints/rants/whathaveyou are to be posted in that thread. Any other threads on the subject will treated as spam.
3.) Lock all the current threads, and, after the announcement has been up for long enough to give sufficient warning, hit anyone who makes a new thread with a three-day temp ban for spamming.
No longer would the boards be bogged down with six threads a day about there aren't teams anymore, or how no one does TFs anymore, or how the economy is being killed, or how the AE is in league with the terrorists and the communists and any other -ists we feel like hating today. -
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Anyway, I generally feel defense in general suffers more at lower levels than anything else by the nature that it either works or it doesn't, and you need a lot of it to work well.
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Defense sets at low levels suffer from a nasty one-two punch: they have little to no defense debuff resistance, and they come up against a lot of defense debuffs. Every gun-toting thug can strip away about half their mitigation with one attack (most gun defense debuffs are around 7%). The ones with axes can take it away entirely (they tend to be around 15%). By the time they hit the higher levels, they have enough defense to eat the debuff, they have enough debuff resistance to make it harmless, and they don't run into them constantly anyway. -
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Pretty much.
I have almost infinite patience when dealing with bugs and/or issues with the service I'm purchasing, as long as the service provider tells me what's going on and what to expect. Whether it's a plate of food I ordered, someone paving my driveway or whether it's a game vendor.
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To be fair, I've seen posters tell the devs to their virtual faces that they're wrong about how difficult something is and that they just need to try harder. It would be nice to see a report or two, but since most of them would end up being, "We know it's an issue, we're fixing it/trying to figure out what causes it, we'll patch it when it's ready", it's not particularly important.