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Quote:Incorrect. The modified damage that the minion does with each attack is irrelevant. Zombie Man's scenario explicitly states that the minion DID enough damage to kill a 50. Not that the minion's attacks, unmodified, would have killed a 50.So then, conversely, if you don't die, then you are level 51?
In that case, I'll happily point out that said minion's damage is reduced due to the level shift. Meaning you won't die. Level 51. QED.
Of course the scenario is oversimplified as stated, since "enough damage to kill a 50" depends on a lot more than level (AT, +Max Health set bonuses, Accolades, etc). -
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Quote:I think this is likely. However, I would not be surprised at all if it went live on April 5, because I am out of town on business April 4-8.Yes, yes that's all well and good. But how do these pants-kittens factor into getting us I20 ASAP?
P.S. For what it's worth my current guess is that I20 will come more like around the end of April to coincide with the 7th anniversary of the game. I figure we have another week or two of the current pseudo-open beta and then a following week or two of a 24/7 open beta. This'll likely drive it into being 3 or 4 weeks from now for launch. -
Quote:That's the point of what I posted above - get more people to actively use it by making it a better feature (in points 2 and 3) and one that CAN be used by more people (in point 1).Perhaps Base Building isn't used by many, but the awkwardness of the current system is as much to blame as anything else. Fix the Base editing system and more people would use it.
Quote:More to the point, if you fix Bases so as to make them more useful/fun in the game and everyone who is a member of a Super Group gets the benefit. Or in the very least, a Quality of Life improvement.
In that context, I don't think saying "only one or two sg members can use it, but everyone in the sg can enjoy the fruits of the base builders' labors" is enough to warrant that time/energy/money. -
I think the root problem is this: Any meaningful improvements to bases are not warranted based on the small number of players that would use the feature. Those resources can be better used on more widespread and attractive features that will be used by more players.
However, I think there is a value in significantly improving the Bases feature because it is a rare (unique?) feature in the MMO space and can be leveraged as a feature that defines and distinguishes City from its competitors. Before that can happen, though, the root problem above must be solved.
I think there are, therefore, several targets that could be identified (listed here in what I feel is the order of importance):
1. Make base building accessible to all players without negatively impacting the role of supergroups.
2. Make the base building tools user friendly, intuitive and robust.
3. Make the base building tool feature-rich and fun.
You could probably tack on a few other goals to the list, but those (I think) are the big three. Here are my proposed solutions to those three.
1. Develop functionality that allows Supergroup leaders to designate authorized base editors by room, or wing - thus giving individual SG members an option to design their own portions of the base.
Develop private apartments and "lairs" which can be built by and for individual players, allowing these to be accessed both outside of SG bases and from inside the SG base (adding the appearance of being a separate section of the base). To limit negative impact on the role of SG's, these personal lairs should have limited functionality (e.g. less storage space, fewer or no teleporters, no empowerment buff stations, etc).
Develop functionality within the Mission Architect system allowing use of the base building tool for designing custom mission maps.
Those three items should create a base building solution which will be available to all players, would not negatively impact the role of SG's, and has the added benefit of making a significant improvement on the other unique feature of this MMO; player created mission content.
2. This is the hard part for me to define. I don't pretend to know anything about how you develop these tools. I can only provide examples of what I would like to see, most of which have already been detailed elsewhere in greater detail. Some quick examples include the xyz axis tool, ability to create doors and hallways of whatever size you want, remove restrictions on which items can be placed in which rooms and remove room types (have instead only room sizes). There's a lot more but it's too much to go into here.
3. Again, there are tons of lists of features we'd like to see. Far too many to list again here. But in keeping with the idea of increasing the user numbers for bases, the most important features I think are those which add more functionality. Examples include a market interface, NPC's, ability to move between coalition bases and personal lairs without zoning out and back in, ability to create signs and notices within the base to leave messages for SG mates, etc.
I don't pretend to know what kind of resources these ideas would take, or if they are even technically possible. At the very least, I know it would not be easy. Maybe it's already been proposed, investigated, and deemed too costly. But those are the things I think need to happen, and I think if they did happen that it would make base building into what it always should have been: a defining feature of this game.
Anything less than that and I don't think you overcome the core problem and thus can't justify the resources. -
Count me in. I'll try to find you for an invite tonight or this weekend sometime.
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Somewhat appropriate to this thread and something that JUST happened at my place of employment...
I work for a company that has its headquarters in the UK. My office is in the US. One of our sales teams just sent out a pat-on-the-back type email for the great week they had. In this email, there are some pictures of the folks on the team. One of them is making a two-fingered gesture which is quite harmless here but somewhat rude in the UK.
And yes, there were several of our UK colleagues cc'ed on that email. -
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Quote:If that's true, it's pretty sad. Because what we have is terrible.Actually, I think I remember the Devs talking about how they attempted this and wound up with something that wasn't substantially better than what we already had, and so, that development time went up in smoke.
(edited for word choice because that sentence was worse than the system it described) -
Quote:This part I know is accurate (except that there is one other drop I know of that works this way; Essence of the Earth)Shard drops on a different mechanic than every other drop in the game. Every mob has a chance of passing a shard to everyone on the team.
Quote:If the team member rolls for a shard, but he can't receive it because the alpha isn't unlocked, someone else gets it.
So, where does this information come from? -
Almost as good as my 331 million for a stack of Magical Conspiracy!
We really need a badge for this kind of thing... -
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Quote:I managed to hit 103GB last month. I did a lot of Netflix streaming (SD mostly, but quite a bit of it), I reinstalled the OS on my computer (new hard drive) and redownloaded all my Steam games, CoH (plus test and beta), WoW, DCUO, plus my normal gaming, vent, etc. That didn't even get me to half of Comcast's 250GB cap.MMOs don't pass that much data.
Youtube videos are compressed pretty handily.
Texting/IMs/etc send miniscule amounts of data.
Leaving your PC on, short of having a 'bot infected system or leaving a good number of large torrents seeding continually, does nothing for how much data you use.
Essentially, you're standing on the pacific shore with a coffee cup worried about draining the whole ocean. Your use looks a fair bit like mine. I rarely hit 100 Gb/mo. and certainly never hit Comcast's cap - their *having* one was news to me. (This includes steam downloads, btw.) In the last several months, I've only had one over 100 Gb. (111 Gb, to be precise.) -
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I've had a couple times where I made a billion in a day, and at one point I actually made about 3 billion over a weekend, but those cases all involved stockpiling over the week and selling a ton of goods all at once. So those days I was stockpiling, I wasn't earning. I don't think that really counts.
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I don't care about origins at all. I make all my characters Natural Origin because it allows me to choose either Nemesis Staff of Blackwand and get the extra damage, and because Natural SO's are easily identified for effect by name. I use all the bonus powers on all characters indiscriminately. They are just little buffs. I don't put any thought into the RP aspect at all.
That doesn't mean my characters are totally devoid of any identity or creativity. My characters all have a concept, even if I don't write a bio, or even if the concept is just a joke of some kind. I just choose not to limit my effectiveness in playing the game based on RP reasons. I don't mind hand waving away stuff that doesn't fit the concept. -
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Quote:The burden of proof falls on the person making the claim, not the one casting doubt on that claim. If a reasonable alternative explanation is presented for the phenomenon you are seeing, then you need to present evidence that your claim is true. We don't need to present evidence that our reasonable alternative explanation is true, because we aren't asserting that it is. We are only casting doubt on your claim.Neither of us is in a position to prove what we are saying. You can not say for absolute certainty that goods on the market are not being cornered. I lack the data to prove it is.
You cannot expect your claim to be taken seriously when you say "my claim is true, even though I can't prove it, because you can't disprove it!"
This is a basic principle of logic that Market Manipulation Conspiracy Theorists and UFO True Believers often ignore.
(disclaimer: all of the above pronouns are generalized, not directed at a specific individual or group) -
http://dictionary.reference.com/browse/equity
http://dictionary.reference.com/browse/equality
Equity is what CS said it was. Equality has nothing to do with being "just and fair." It has to do with being the same. -
Quote:That's not what you asked. You asked if the "rule" of slotting only three applies. The answer to that is actually that the rule of slotting three isn't a rule, it's a vague guideline, and no it doesn't apply to IO sets because they use different values than SO's. So "slot three" goes out the window.nobody answered the question if IOsets suffer from diminishing returns D:
However, yes, ED does apply to sets pieces. It applies to anything you slot in your powers. It does not care (it doesn't even know) what kind of an enhancement the bonus comes from. It only cares what the bonus is. -
Quote:I agree with this - I've seen that spawn every time I do those arcs with a large team. Always have.Actually, with a large enough team, that's the way it's supposed to spawn.
I saw that particular spawn shortly after the RWZ went live - one of my splasher screens is a picture that was snapped of my main in the middle of leaping into that spawn.
So, I'll go with working as intended.
We've had some fun ways of dealing with those spawns, too. Confusing them all is hilarious. But my favorite was the all-corruptor team where we all used our tier nine nuke on them at the same time. Killed 'em all in the alpha strike. -
The "slot three" rule really only applies when you're talking about SO's and common IO's that give close to the same value as an SO. (so 25-35 or something like that).
The diminishing returns (Enhancement Diversification, or ED) don't care how many enhancements you have slotted. It cares only what your bonus is.
Check the Paragon wiki link that Watt posted for the details but when you're talking about level 50ish IO's you can kind of go with a "slot two and a half" rule. Although I tend to look at the exact numbers in Mid's, and I also pay more attention to the Set bonuses I want and then find a way to make the enhancement values come out to be acceptable.