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This primarily came from the realization how hard it is to get the Weatherman badge {side note, please increase the boss rate in Outcast spawns}, but I noticed - they're really under-represented in the whole content arena. They appear in a handful of Hollows missions, and are sprinkled here and there throughout various arcs, but their time in the spotlight is limited to the Frostfire mission.
So... give the superpowered street thugs some love? -
My vote goes for Calvin Scott. Whatever you may think of the resistance, the man leading it {especially in the light of First Ward} is little more than a charismatic, vengeance-driven monster.
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Quote:I'll have to check it out sometime, then - though I might you might be missing my point. I've never found soloing through Praetoria particularly hard - on occasion challenging, but never insurmountably so. Okay, there was the Metronome Army which I had to whittle down through persistence, hosports and inspiration overdosing, so I guess that counts as one time.We did actually fix a LOT of this sometime in Issue 21's launch. I went through every Praetorian villain group and parsed out all of their alpha strikes and long-term DPS, and compared it both to CoV groups like Longbow and Arachnos which were fairly universally considered challenging and to CoH launch groups like the Sky Raiders, Family, Skulls, and Hellions which are typically seen as fairly easy to combat. We then adjusted the outlying Praetorian villain groups (Clockwork and Syndicate) significantly downwards.
The main problem I've found with Praetorian mobs {mind you, this may have been pre-I21, so my experience may be obsolete} is that the difficulty scales exponentially with the size of the team, as the various enemies complement each other a little too well. Let's take the Destroyers for example - the Blast Masters create a wide DOT field that can't be avoided because it's autohit. It can't be moved out of either, because the fairly fast recharge and solid range pretty much allows them to follow the team around as soon as it moves out of the fire area. In the meantime, while the less exotic mobs lay down fire at range, the Big Dogs move in for the kill - because of their immunity to both soft and hard controls, they cannot not be engaged at a disadvantage. Individually, neither of these mobs would present too much of a problem, but complementing each other {not to mention with the visual chaff of fire interfering with situational awareness} they can be compared to tanker/blaster teams.
Crunching the numbers is always a good start to any problem-solving, but never ignore empirical testing - if you get the chance, round up a full team of newbies/lowbies {no exemplars to skew the power curve with extra powers} and take them on an incognito run through Praetoria, see how the changes handle in practice.
Or, y'know, you already have and I'm just wrong. Either is possible. -
I'm surprised nobody mentioned Praetorian mobs and their exponential difficulty. Between constant homing ambushes and groups that are essentially Lv30s on vacation, Praetoria has some serious problems when it comes to lowbie survivability.
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Quote:Works for me.Hehe, if you want this to happen because you want to make money by crafting common IOs and selling them, then you know the prices will plummet right?
Way I see it, either I can fill the demand and make a tidy profit in the process, or the prices go down and my teammates are better equipped because they can afford more IOs now.
Either way, I win. -
That would work too - I guess it's kind of a question whether it would take more resources to merge categories, or implement new sets from scratch.
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Another suggestion in the UI category, which probably means it'll happen sometime never, but what the hell;
When running story arcs, only the mission holder receives the clues about the ongoing mission, leaving the rest of the team in the dark. Sure, copypaste works but chunking up bits of text doesn't really "work".
So, if an extra tab could be added to the Clues window that automatically shows all the clues the mission-holder or team leader currently holds, that would be kinda nifty. -
Just to throw my two cents out there - I have no problem with pistol animations as it is {hell, I love piercing rounds' look}.
I wouldn't be against it, but meh, there's bigger fish to fry. -
Outside of a dog, a book is man's best friend. Inside of a dog it's too dark to read.
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There's a few set categories, like Targeted AoE, that have a grand total of three sets going for them {five if you count PvP and purples}. There's also set categories {like Ranged damage} that share all the enhancement facets with far, far more sets available.
So; if sets are similar enough in purpose, why not roll them into one category? Ranged and TAoE, Melee and PBAoE, most mezzes {though those might need rewriting to cover multiple effects}, etc.? There'd be less frustration over finding a recipe that can be slotted in a power, and recipes and salvage that generally go unused might finally see some use. -
2} That's kinda where the idea came from, yeah - but while it addresses some of the demand, it does nothing about the overwhelming unwanted supply.
About the postscript, that reminds me...
{goes to post} -
I agree with the OP and most of the thread - the idea's been thrown about before, but it doesn't crop up often.
An extra influence cost to compensate for not having to do it yourself would be acceptable, within reason.
Also, an option to automatically upgrade at the vendors themselves, sans the extra cost. -
I'm not sure how much of a hassle it would be, considering it concerns the UI and we know how quickly those features move, but...
Is there any chance we might get the option to auction off stacks of enhancements, rather than the current one-enh-one-slot system? We can buy stacks of enhancements, why not sell? Theoretically the client could check if, when putting an enhancement on the market, if there are identical enhancements in your inventory and throw the "amount" miniwindow we get from recipes and salvage, but Standard Code Rant applies.
It's just a bit frustrating to see cheap salvage for demand-in-hundreds generic IOs and know that, while crafting them wouldn't be a problem, the eyedropper rate I'd have to sell them for wouldn't be worth the effort. -
{insert standard code disclaimer here}
The problem: There's a metric harpton* of invention salvage that has next to no demand and often can't be given away. There's also an equal fraction of salvage that's the exact opposite, with a small percentage with supply, demand and prices hovering around the middle-ish.
The proposed solution: Salvage conversion.
Option 1} Salvage converters, wherein each conversion token can convert X pieces of identical salvage into other pieces. Might reuse bits of the Enhancement Conversion system.
Option 2} Tokens. Add an option to set NPCs {replace some of the merit vendors?} to take in salvage in return for salvage tokens, which can be exchanged for salvage tokens which can in turn be traded in for specific salvage, though at a loss - 1:2, 1:3 for equivalent rarity, multiply up or down for rarity difference? To prevent hoarding {since it would essentially serve as a fungible salvage inventory}, cap the maximum amount of tokens that can be carried at the same time, vary them according to level, or have them expire after a certain period.
On the whole, it might help fight the disparity between the two niches of want-it-need-it/do-not-want salvage.
Thoughts?
* approximately 40 tonnes -
What I want to know is what the heck whoever designed Sylvia Rexson's build was thinking. Her damage output is fine, but given that she amounts to a giant, skintight leather bag of HP, resistance and regen, the biggest problem with fighting her isn't beating her perse, but beating her before summer ends.
And while someone might say, "well, bring a rad debuffer", a team shouldn't have to - "everything is beatable with anything" is a principle CoH has done a good job of upholding. So yeah... Sylvia is a pain-in-the-*** brick wall, and the fact that you can't even use venom dagger temp powers to ease the torture is just rubbing it in. -
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I've played through the entire First and Night Ward arc, and one thing doesn't make a bit of sense for me - where the hell did Serene show up from? Didn't she kind of, you know, die? Very recently even? How does she end up having been the Dark Knights' queen out of nowhere?
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If memory serves, the experiments you mention exclusively involved changes to base functionality, such as auction house access and similar upgrades. On the other side, asset addition and modification seems to be much more feasible - and I present vet items like weapons, posters and similar base decorative objects, added {I believe} long after the Cryptic/PS split as evidence.
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I can see... the code... </Claptrap>
Anyway, no. But I am familiar with some of the most absolutely basic programming concepts. -
There's a difference between code and game assets.
Let me try to simplify - let's say that there's a bit of code that tells the game, "go fetch me that wheelbarrow from the third shack on the right", and the game will go do that. Now, let's say that we take the bright green wheelbarrow that is there, and replace it with a red one. The code won't care - it'll go "okay, here's a wheelbarrow, imma go fetch it". The exact properties of the wheelbarrow - color, size, wheel squeakiness and so on - don't matter, as long as the wheelbarrow itself is there. Of course, if you change the wheelbarrow into something silly, like a color or a temperature, the code will just go "what the heck, I can't pick this up!" and throw an error, but as long as the object itself is there, the code will blindly go and use it, regardless whether it's told to get something something as simple as a floor tile, or something as complex as a redesigned NPC. -
Well, that's the thing - it wouldn't take any changes to the code {probably}, only changes to several 3D models.
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Well, yeah, there are... workarounds. But like you said, it's not necessarily pretty.
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Quick suggestion that might not take much effort - now that we can freely move base objects vertically {woohoo!}, the concept of multi-story bases is feasible. Except - all the flooring items are transparent when seen from below, probably because nobody ever expected them to be seen from anywhere but up. Thus, simply adding a bottom surface to the two-dimensional objects {just mirror them, if nothing else} might make ceilings possible with theoretically very little trouble.