PumBumbler

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    2018
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  1. PumBumbler

    TF rewards

    Quote:
    Originally Posted by Aggelakis View Post
    If you're not in the last mission for enough time to qualify for end-of-mission rewards (no one really knows how much time that is, as it seems to fluctuate), you won't get the merits/badge/whatever. Certainly if you're not in the last mission at all, you won't get the merits/badge/whatever.
    I can't remember if this still holds true, but we always wait for everyone to come into the mish before completing the TF as a matter of form.

    I *think* currently you will still get the merit rewards if you are online and on the team and the TF completes. Not sure about the rest (badges, mish completion bonus).

    If you are offline or on a different toon when the TF completes you will get no rewards. Only xp if you were level pacted but that's it.

    Quote:
    Originally Posted by Minotaur View Post
    I have a badge (but no merits) from a Dr Q about 6-12 months ago where I DCd 2 hours in and it being already past midnight, went to bed half an hour later with still no internet.

    The person who stayed logged in throughout but was afk outside the last mission of today's sister psyche got nothing as you described.

    This is why I was confused.
    If you DC'd you might still be considered online if the server didn't disconnect you. Once I DC'd for about 20 minutes but my toon didn't get kicked offline. Too bad I was leading a TF at the time and no one was sure what happened to me.

    Not sure about that sister psyche person, they should have gotten a merit reward but I'd have to check to see if you get rewards outside the mission on TF completion by running a quick KHTF or something.
  2. Quote:
    Originally Posted by Heraclea View Post
    "Hoarding" is not the problem, not really. Inflation is the problem. Were there no inflation, there would be no incentive to hoard. Because of inflation, hoarding makes sense: anything you sell, you will have to pay more for if you want to buy it again. This is what keeps things off the market: the sense that if you sell stuff, the expectation is that you will never be able to get it back for the inf you receive in return, no matter how much inf that happens to be.
    Most hoarders won't release things onto the market, the behaviour you are describing is closer to a marketeer (buy low, sell high). Hoarders don't hoard when it's low and wait to sell...they just hoard.

    Otherwise during the big influence spike (MM exploit) you'd have seen hoarders dumping their stocks furiously to fill the market demands. It is not very logical but who said anyone had to be reasonable on the interwebs?

    Edit: before there was a market in this game, Hamis still existed. There were/are still people with bases full of HamiOs even though they didn't inflate in value. They were rare and considered valuable. That was pretty much enough incentive for some people to hoard them.

    Quote:
    Originally Posted by Heraclea View Post
    The second problem is that market prices, even without inflationary trends, are so high that it's a rather daunting prospect to be able to afford anything on the market just by defeating mobs and vendoring junk. When a piece of rare salvage is going for 3.5 million inf, and mobs are dropping around 2,000 inf, you have to defeat 1,750 mobs before you can buy it. This is the only reason why the market is as well supplied as it is: in order to buy on the market, you have to get a lucky drop that you can sell first, because the alternative ways of making enough inf for what you want to buy is quite daunting.
    If you were to defeat 1,750 mobs, the odds are good that you'll get *some* drop that will be close to (if not more than) the value of the rare salvage you were looking for. Rich players tend to stay rich.
  3. Sigh. OK enough of the blame game. We've had ebil marketeers, flippers, RMTers, PvPers, PLers, farmers, 50s, PvP farmers, merit farmers, exploiters, AE players and now hoarders.

    Are people going to start accusing trial folks of being the problem in the market now? RPers? catgurls?

    The market works on a double blind supply and demand auction system. If you can't get what you want there then you'll have to find it some other way. In other words, play more. That or be extremely patient.

    In almost every case, the group being accused is dedicating their time to getting the loot/rewards. And in almost every case, there are hard limits to the rewards so nothing is infinite. Once those caps are reached it is exceeding hard to keep the loot coming in, so it gets transfered or used somehow.

    If you're thinking that people hoard things because they just decided to do so on a whim, think again. They know what the market does and they know how much their junk is worth, it's their reason to play. Making them get rid of it ruins their fun and if it's no fun they stop playing.

    No more hoarding player = no more new loot. You won't solve any problems there by nerfing their storage.
  4. I don't see a real problem here.

    At some point your toons become *full* and you must decide what to keep and what to sell.

    If you want to form a private SG for each and every toon to hoard as much as you can, that's ok too. It is a time sink for you to manage all that stuff.

    As for everyone who believes that all that stuff should be sold, etc. that stuff never would have hit the market anyhow. Hoarders are playing the game the way they want to play. You take the ability to hoard away away and the hoarders will *leave* the game. So that junk was never on the market in the first place.

    Just remember that this stuff has an infinite supply, so one person sitting on a set of purples or even a whole base full of junk has no affect on the other player's ability to get said stuff by drops or the market.

    You may want them to seed the market with their loot but seriously, anybody who's a hoarder knows deep down that they will never dump their junk. It's simply the way they play the game.

    Edit: I hoard. Big time. I have nor *real* desire to sell stuff, and crafting is really tedious at times. So every now and then I'll blow a load of stored stuff away (see sig).
  5. Quote:
    Originally Posted by Weatherby Goode View Post
    Pssst! Rikti ships aren't spacegoing!
    Not necessarily true. The Rikti ships aren't of interplanetary origin but that doesn't mean that they can't hide out in space. You would presume that the ships have some kind of space going capability because there's no need to build them so large for interdimensional travel.
  6. Quote:
    Originally Posted by ChaosExMachina View Post
    But that is a 50 person encounter.

    The TF has to be finishable by 6, including teams with low control.

    Even 10 is probably much too high unless some alternate approach is added.

    This is why the original borking of the TF happened. The design intent is to require holds because Hami is supposed to involve lots of ATs. That design intent is totally inappropriate to a TF.
    The LGTF needs 8 people to start it. Finishable by 6 would be nice but technically 8 players should be the minimum.

    FWIW, the Cavern of Transcendence trial needs 8 players to simultaneously click glowies but it is generally a much faster trial, although I remember the first time I did it years ago we finished with 30 seconds to spare (a 90 minute time limit). >.>
  7. I was playing during the cap sf (tarikoss sf) and I was trying to save a few seconds by summoning my bots (only had the drones and the prot bots) and then clicking the glowy so they bots would arrive once the glowy was finished.

    It appeared to me that the glowy click had interrupted both the summons as no bots had appeared by the end of the glowy click. Looks like the bots got lost in shipping.

    Can someone else verify this for other MM summons? I was exemped from 50 to 20 and on a strike force if that has any bearing on things.

    Basically:
    1. Stand beside a glowy.
    2. Start pet summons.
    3. Click glowy.
  8. Quote:
    Originally Posted by TrueMetal View Post
    ...the amount of personal attacks and vitriol flying around in this and similar threads is just over the line.

    A little respect for a fellow human being isn't so much to ask, is it?
    Welcome to the internet.
  9. Quote:
    Originally Posted by Madam_Enigma View Post
    And if I'm running a lot of toggles, I cycle out the higher end cost attacks from my chain. If I don't feel like doing that, I hit Conserve Power once at 1/4 endurance and can gain endurance back while spamming attacks will nilly.

    Surely I'm doing something wrong that requires Speed Boost to fix. Can you explain what it is?
    You said it right there. Unless Conserve Power is perma, you will see a benefit from Speed Boost. No one said you're doing it wrong, but to deny that you will see _any_ benefit from having +recharge is false.

    Even moving from mob to mob with +run speed will up your mobs defeated per minute, presuming you can control your toon's movement in tighter spots.
  10. Quote:
    Originally Posted by Madam_Enigma View Post
    No, I have been saying that the +recharge and +recovery are not always actually helpful. Half my characters have no need for either. Once your character can fight for hours non-stop without speed boost, the +recovery from it is pointless for example. And fighting non-stop without running out of endurance is something many build for. Once someone has enough recharge that even with spamming attacks they always have 4 or 5 ready to go at moments notice, more +recharge isn't really needed either.
    If all you're doing is spamming your attack chain then you should consider doing a couple of more things to help the team. Besides, even things like Eye of the Magus and other accolades are not available instantly no matter how much recharge you have natively. Veteran Teleport, Mission Teleport are other powers with extremely long recharge timers that benefit from +recharge powers such as Speed Boost.
  11. Quote:
    Originally Posted by MaestroMavius View Post
    This line of thinking is so flawed logically it hurts my head.
    It's like your saying that every single person playing should
    take Stamina or they're morons.
    Because, who doesn't benefit from more endurance?

    >_>

    <_<

    Yes, it is a great buff. Yes, it can be annoying to recast constantly.
    NO, it is not the 'end all be all' power you guys seem to want it to be.

    Why is it so hard for people to accept that players build individually, according to their;
    Concept
    Playstyle
    Comfort level
    Et al.

    It's like calling every race driver a 'Terrible racer' because they don't hit the nitro button every mile...
    Speed boost != Stamina. For someone to bring up flaws of logic and use such a poor analogy boggles the mind.

    People arguing against the merits of +recharge and +end for the teammates are really just complaining that they don't like the +run speed aspect of it.

    People who are complaining about the short duration of the boost are complaining about the tediousness of having to buff 'all the time'.

    Bottom line is that some people don't like SB, but a large portion of the people like it and find utility in all of its aspects as well. If you don't like it you don't have to take it, and asking someone not to buff you with it is your right as well. Just remember that most people will raise an eyebrow because of it.
  12. Quote:
    Originally Posted by ChloeCrimson View Post
    My GeForce 9800 couldn't handle the awesomeness that is coh!
    You know who I blame for this.
  13. Quote:
    Originally Posted by Madam_Enigma View Post
    No, the arrow killed Statesman. Manticore then got the team's empath to try bringing Statesman back to life.
    Whoooooosh!
  14. Quote:
    Originally Posted by Castle View Post
    The process was more like this:
    Get bug report: GreenMito is broken
    Look at it and see it is broken because it's powers are going off even when held.
    Look at hold protection, realize it is perma-holding itself.
    Fix that to match original design doc.
    Fix Cast Despite Being Held issue.
    Test that it uses powers when not held
    Test that it stops using powers when held
    Check in changes.
    Quote:
    Originally Posted by Solo_One View Post
    i want castle's job. where else can you mess something up, then undo it and get praised. he basically nets nothing and gets paid.
    If you look at Castle's post, it pretty much shows that the process is kinda messed. Castle as a person and as a programmer is doing his job, but in many ways there doesn't seem to be any process flow to ensure that the problems we see aren't minimized (which is the part that vexes me).

    As a bug, it seems pretty simple for him to fix, but there doesn't seem to be a final design doc in which he needs to compare it with. This is probably related to the issues that people are complaining about regarding incomplete patch notes. The devs aren't reporting complete patch issues because there doesn't seem to be a central repository for it, and issues like this are the result.

    Additionally it also appears that the issue is considered fixed when the developer (Castle in this case) checks in the changes. There doesn't appear to be any further follow up on the bug, how it got there in the first place, or any further (mandated) testing.

    You can bag on Castle for that as a representative of the company, but to blame him for the structural/managerial failings of the system is a bit of a stretch.

    Quote:
    Originally Posted by KingSnake View Post
    Cool. Now, how about fixing the "real" problem with the LGTF. The main reason i never run that blasted TF. The fact it rewards you for letting women and children die (get KOd?). I can never find a team that wants to be heroic on that TF. Apperently, saving 20 mins (if even) is all that matters.

    And besides... WHY can a TF continue when you FAIL 2 missions??? Huh? That's never made any since to me. And for full rewards too. That's just stupid. IMO of course.
    Penny Yin can be saved by using the veteran teleport power right to the door, then everyone jumping the CWK. Letting her die doesn't save any time since she is actually kinda tough.

    Infernia has to die because she talks way to much. Glacia just gets caught in the crossfire. Otherwise you'd have to lead both of them out (one of which who refuses to move until her diatribe is finished), rescue 6 hostages on a huge map filled with drones and then defeat an AV. Sorry. But only 1 mission needs to be failed. Probably saves about 10-15 minutes.
  15. Quote:
    Originally Posted by Djeannie View Post
    ALL of the mitos are considered part of hammidon. Killing hami's central nucleus does not end the mission. ALL the mitos also must die.
    The zone hamidon encounter doesn't work that way though. Once the Hamidon nucleus is down the mitos go boom.

    Even the original hamidon encounter worked that way. I remember we had a yellow dawn (full bloom) and we killed him just as the bloom wiped most of the raid. It was quite epic.
  16. Quote:
    Originally Posted by Madam_Enigma View Post
    Take it from one who knows, I've been insta kicked on a TA/A defender for not having the mythical and non-existent Healing Arrow.
    You should be neg repped for being a Healing Arrow denier. After all, it worked when Manti shot Statesman. Um then again, it was kinda the long way around to healing.
  17. Quote:
    Originally Posted by Castle View Post
    Actually, I dropped it to 10.
    Thank you.
  18. Quote:
    Originally Posted by Gypsy_of_Paradox View Post
    TFs shouldn't require you to have all those buffs/pets in order to finish anything.
    I'm not disagreeing with you, my post was a reply to someone asking if it was impossible to finish without a holder. It is not impossible, but it also not fun.

    Myriad, the green mitos have super high damage resistances if they are not held. Holding them drops their resistances so they can be defeated much faster.

    Basically Castle's patch to fix the i17 LGTF issue is not really a fix, since overcoming the mito hold barrier with an 8 person team is simply not worth the effort as opposed to spamming huge damage and temp powers instead.

    And people are upset because we again have tweaks being made to the game without any patch notes or testing process. Some people take hours to get to the 'weakened hamidon' mission and then hit a brick wall. On test, that's acceptable. On live, that's really unfair.

    The LGTF is only one of two cross faction TF/SFs in the game, so basically for high end content it pretty much limits cross faction playing to ITFs and ship raids now.
  19. Quote:
    Originally Posted by Acroyear2 View Post
    So let me get this straight: If my team does the LGTF and does NOT have a hero that has a Hold power (i.e. a Controller), then the whole TF is a failure???

    This is the problem with CoH. Content that can only be completed if you have the right archetype along for the ride. That is hardly what I call Game Balance considering that not every team is made up of one of each archetype.
    No, given enough damage you can overcome the greens without holding them, although I am not certain of this since this patch. We were able to finish the LGTF in i17 before this patch by nuking/shivs/HVAS etc. to defeat the Hamidon and then the remaining greens (blues and yellows down already).

    Just remember that the first green is always the hardest to defeat since the other greens are healing it. It is at this point where you need the most buffs/damage/pets to be working.

    As you defeat more greens it becomes a little easier, unless your buffs and pets wear out before you can overcome all the greens.
  20. Quote:
    Originally Posted by MrHassenpheffer View Post
    name calling solves what?

    edit: that's a very odd business practice to ignore paying customers. What happens to a company when they do that?
    They become your cellphone provider.
  21. Just a note that LGtf is currently WAI but still busted.

    http://boards.cityofheroes.com/showthread.php?t=221666

    So if you want to plan LGtfs, the weakened Hamidon isn't as weak as he used to be.
  22. Quote:
    Originally Posted by Castle View Post
    Perhaps. Probably, in fact. I made it match the original design. If needed (and judging by reactions, it probably is) I'll drop the protection some in a future update. It will never be as easy as it was when the green mito's perma-held themselves though.
    Generally a fix should be to put it back to where it was before it was broken. "Matching the original design" isn't a good idea since I would suspect that the original spec got tweaked after a whole bunch of QA.

    Again, I would like stress that fixes like this could have been caught by a simple heads up on test, so that players could go over things and see if they work before it hits live.

    Something like: "Hey I patched the Green Mitos so they aren't perma unholdable anymore but they don't work like before i17 went live. Anyone care to check the game balance on it?"

    Was there any grumbling from other people within Paragon Studios about the balance of the LGTF? Normally a task force has the most challenging mission last but they way this is working now makes the Hamidon encounter the most difficult and the Honoree a wimp in comparison.
  23. Quote:
    Originally Posted by The_Coming_Storm View Post
    That is probably a bug. Bug it. All mitos die when hami dies in raids.
    Not in the LGTF. It's always been that the team has to defeat the mitos as well as hami. We powered through it before this patch but it wasn't very pretty nor fun, and it was a regular 20 min LGtf team so we were lucky to have a lot of zone hami leaders on our team.

    With the current patch this TF will be harder than the LRSF.
  24. This apology must be a sekrit petition. I have contacted the proper authorities. Please report to the disintegration chamber now.
  25. Quote:
    Originally Posted by Neuronia View Post
    The biggest question is, of course, how long will the game remain sustainable?

    City of Heroes is already a niche product and has lost a few subs to the competition. Now, off the top of my head it seems a few people at the 'greener lawn' have been less than enthused with some aspects of it and have left (either for this game or newer games) or just have the lifetime sub thing so pop in every now and then.

    Of course, there haven't been a lot of MMOs that have outright shut down recently (Auto Assault comes to mind) but you have to wonder if NCSoft can afford to pay fifty employees or even to hire more employees without at least some increase in subscriber or ancillary revenues. The tricky part is that a lot of GR subs are purchased online (my SG/friends account for perhaps...100 subs x 30 = 3,000 USD...not a lot of cash) so may show a small spike in March-April and then further in June.
    While I agree with Arcana that regular content updates should help things, it may not be possible for this Dev crew to get that done.

    The big question, the 64,000 Won one, so to speak, is whether or not City of Heroes is sustainable beyond 2010-2011. While you'll likely not hear anything out of the Devs about this (it would be nice if War Witch or Posi said something but I don't expect it) there has to be some upswing at some point or...'doom'?
    CoX definitely has the ability to survive for a long time past 2010. The question that everyone is asking is, does it have the ability to thrive?

    The answer to that question is probably not likely- in its current form. This is my take on it. It's not scientific and it has no numbers other than my gut feeling. It is anti-Arcana, if you will.

    The market conditions that existed 6 years ago are very different from today, so many of the steps being taken are ones out of necessity, and some are fairly obvious.

    The MMO market tends to be a zero sum game. By this I mean there are very few players who play many MMOs at once, or who are hardcore into multiple MMOs at any given time. I don't think it is common to see many MMO players who will subscribe long term to more than 2 MMOs. Many players have only chosen 1 MMO to play. This is in contrast to non-MMOs where games are played and then put down for the next latest game.

    This means that in order to get MMO players to play this game, you will be required to get them to reduce or stop playing their other MMO game (conquest sales). The problem with conquest sales is entrenchment...players are invested in their toons and of course their friendship base, so it takes a lot to get them to switch, so usually it's the screw ups of the other company that causes enough rage quitting to get groups of players to come over.

    The question is how to market to the other MMO players over a sustained period to 'pick them off' if they fall out of love with the other games. Of course, the biggest screw up is if the other MMO closes its doors.

    MMOs that fall off the leading edge tend not to 'bounce back'. The two big killers to MMOs are boredom and ragequitting. Big changes to the game lend themselves to people being surprised and angered by seemingly unnecessary changes. This is probably the area where I've found this game to have its biggest failing. This area is all about change management. From ED to troller nerfs to PvP changes, there should have been someone who was dedicated to (and trained in) making sure the player base was groomed to accept those changes so the least impact was made upon them. Change management is really an area that the devs and community representatives did not understand and fumbled their way through. Things are better now but not necessarily by design. Once someone is gone for n months, it is rare that they will come back. Recovery of players is therefore then a slow recovery.

    Keeping players from being bored is the other issue, but that can be rectified two ways. Content and PvP. Those two are well trodden paths so I won't even bother adding my two cents.

    One of the issues people cite is the economy. In many ways it does show up in the numbers but just remember that every MMO in this market labours under the same conditions. Companies can still thrive in a recession. The smarter ones will do better than the others.

    Marketing is a big factor in the whole d000m scenario, but if people are hesitant to return, and the market is saturated, standard selling just won't be effective in this case. Unless there is some internet phenomena (underground marketing) that will get the attention of millions of people, it will still be a slow climb back.

    The simplest fact of the matter is that no matter how much the internet has changed things, gaming sales are still dominated by retailers. This means that placement within retail shops is paramount to getting noticed and generating numbers.

    Expansion packs aren't bad, but everyone is always excited when a new game comes out...ergo CoH 2. Therefore it is fairly evident that in order to make this franchise successful it will be necessary to start over again, as it were. The trick is to keep everyone who is here entertained enough to stay on to guarantee they switch over to the new game and then have a chance to draw in everyone else who had previously quit or net new players.