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Quote:Be prepared for the possibility that someone else has indeed taken over the old group. I have a character in charge of a villain group that I inherited after the last leader went AWOL last summer. No one one has been active in the group for many months except for my alts and friends I've since invited. I haven't kicked any of the old members out, but I'd be reluctant at this point to hand leadership back to anyone else, as I've put a lot of work into the base (the old leader was in the middle of remodeling when he left, and I had to finish the job just to get the place functional again).Should be no problem. My brother was set as leader before he stopped paying his account. I'm not sure if anyone else has been on since though. It could be that when he logs in his account, another person became leader and kicked everyone out and started rebuilding on their own. My understanding is that most left the sg before hand, but time will tell.
That group is on your home server of Champion, so we could even be talking about the same group!
Tangent: That group is also coalitioned with two groups that are no longer active. I visited both bases last year, and both were very large, very well designed, and very well stocked. Both have been closed for months now due to unpaid upkeep. I wonder how many great bases have been mothballed like this? It's a shame. -
Also, once you find the key, a yellow star on your map should indicate the location of the door it opens. Check your map to verify if you've found and opened the correct door. Some of these warehouse maps have multiple doors, some of which may not require a key to pass.
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I'd be very, very, VERY surprised if they added a mechanic that involved losing levels.
Just my two cents, but I really don't see it happening. -
On a related note, I only recently discovered that a character with no supergroup membership and no means to access a base can still earn the day job badge simply by logging out next to a base portal. I had previously assumed you needed to actually enter a base before logging to get credit, but not so.
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It also sounds like it doesn't account for the fact that some enemies appear much more frequently than others. So while the information is very interesting and gives a general indication of how common certain damage types are v.s. other types, those numbers can't be relied upon as being very exact. That's the point I was trying to make earlier. I think you could use this data to give advice for builds, but you'd need a "your mileage may vary" disclaimer.
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If you find the info, link it here. I'd like to see what the data consists of and how it was computed. Maybe that will help me understand your perspective.
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Quote:The number of variables that exist in City of Heroes is of a far, far greater magnitude than the number of variables that exist in a game of poker. A poker deck contains exactly 52 cards. There are 4 suits of 13 cards each. Each suit has cards numbered from 2-10, plus a Jack, Queen, King, and Ace. Each card is unique and represented exactly once in the deck. Nothing the players do can change the makeup of the deck or alter which card will be dealt next. Based on that, it's a relatively simple mathematical calculation to determine the odds.If you've ever watch the World Series of Poker you'll see that they show the percentage of any given hand's "likely hood" of winning . It's all based on what is known of the full deck and what has already been dealt. Until that number goes to 100% there is still a chance the other player can win, but the ODDS are that the guy with the predominantly larger number is going to win. Doesn't always happen that way, but the percentages say he's more likely to win then the other guy.
If I'm trying to give advice to others of how to best build their defenses I'd like to be able to tell them how often they're likely to run into any particular damage type and not be off base. It's "understood" that S/L is the predominant damage type in the game, followed buy E/N, then F/C and finally Psi/Toxic on average. What are those averages, what are the odds?
In City of Heroes, there are literally thousands of mobs. Which types of mobs a player faces depends on a large number of player decisions, including which contacts they speak to, which missions they choose, which origin they pick, who they team with, etc. Also, a certain degree of chance factors into it. Often, mobs do more than one type of damage. Which type of damage they use can be greatly affected by the tactics of the player fighting them. The number of choices and possibilities is staggering
We all know from experience that lethal/smashing is more common by far than toxic/psionic for the average player. But pinning it down to a reliable percentage, while theoretically possible, is, I think, beyond what any players are realistically capable of doing. I think the only way to get something like this would be for the Devs to datamine statistics based on what players actually encounter in real game play. And even then I'm not sure you'd be happy with that, because their data would be skewed by what you might consider aberrant and atypical play (people doing all Shivan missions in AE, to reference an earlier example). -
Quote:If all the OP is looking for is purely academic data regarding how many attacks of each damage type exist in the game, then I'd have to say yes, it is possible for someone to provide an exact answer, providing they have enough time on their hands. In fact I wouldn't be surprised if someone has already done this, which may be what the OP remembers seeing before.Do try to understand! This isn't for science. This isn't for anything major. This is for fun. This is for curiosity's sake. This isn't a list in order to level off of, not a list to base your character's exact leveling pace/safety off of. Curiosity. Surely you know what that is?
The problem is the way the OP originally presented his request:
Quote:a breakdown of what percentage chance you'll be attacked by any particular damage type -
Quote:Even better idea--you should be able to follow players into instanced missions and PVP with them there! Imagine how cool it would be to get ambushed by a random player just as you're attacking Frostfire!This is a bad idea because 90% of the game takes place in instances. This is pretty much all there is to it.
Oh, wait, no, that's a terrible idea.
Yeah, keep PVP optional. Some people just prefer PVE. -
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This reminds me of when I first played CoH. One of my first missions was to find and defeat some Vahzilok. I followed the compass to the location indicated on my map. Although the arrow was in fact pointing to a mission door, there happened to be a group of Vahzilok zombies standing close by and I assumed the arrow was pointing to them. Unfortunately, they were +3 to my level. It wasn't until after several trips to the hospital that I realized those outdoor zombies had nothing to do with my mission at all!
So yeah, there are a few things in this game that can be confusing to a new player who's not used to how things work here, but it doesn't take much time at all to get the hang of it. -
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Quote:Yes, random murder is universally considered evil. If only all questions of ethics were so simple.No, there is
Not at all - there's universal good, and universal evil - if you take a gun and go outside and shoot the first person you see, then there's no way that can be defended as subjective in any way at all.
Unfortunately, there are a million other issues over which opinions are greatly divided. Although I enjoy eating hamburgers, I respect the validity of the perspective of the vegan or the Hindu that say I'm immoral for doing so. -
Here's my own two stupid misconceptions:
Until I started playing CoX about a year ago, I had never played an MMORPG before. Way back when CoH was first released, I was eager to play it until I found out it was an MMORPG. I didn't think I'd like MMORPGs, mostly because of some bad assumptions I had:
1) I thought when playing an MMORPG, you HAD to team with other people. (I was uncomfortable about teaming with strangers) I assumed solo play just wasn't an option.
2) I thought PvP was everywhere. I assumed that at any point in the game, there was always the risk of another player coming up and killing you.
It was only after a friend talked me into trying out the game on his account that I saw how wrong my assumptions were. The ironic thing is, I've since run with pugs and tried pvp, and neither is as bad as I expected (although I still mostly solo in PvE when not playing with friends) -
Quote:At this point I'm more afraid of Golden Girl than Tyrant!Yes. Golden Girl, and Golden Girl alone, is enough reason for me to not support the resistance. I abhor that kind of ignorant zealotry.
Back on the subject: I'm surprised no one has mentioned Kadabra Kill in this thread yet. Or did I miss it? The mission where you fight him and another boss at the same time is killer. Although the Sea Witch is not much easier. -
I shudder at the thought of all the rights and freedoms that have been curtailed because of someone's idea of "normal human morality."
Before this thread, I was planning to support the resistance. But no more! All hail Tyrant's popular and benevolent regime! -
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There was also a super booster Cyborg pack ( the "tech" themed set). And I assume there will be a mutant booster pack before too long.
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Quote:This is a good point. I remember the first time I got a character to 20, it seemed like a real accomplishment. And it took quite a few hours of playing to get there, and I learned a lot about the game during that time.Also, all the ranting about 'it's easy to get to 20!'...Well...yeah, because you know how to. A new player will NOT have that knowledge, unles they ask around and study up. In which case they are probably bright enough to either figure out or learn how the EATs work best.
Now, a character hits 20 in no time flat. The pre-level 20 experience boost contributes to that, but mostly its just due to knowing how to level faster. -
Quote:Those special enemies will also spawn outdoors amongst other enemy groups when an Epic is nearby, although I've never encountered this except when actually teaming with an Epic. I wonder if an increase in the Epic population will noticeably affect the makeup of street spawns?I figure this will mean a huge (okay subjective)(significant) increase in the Epics rolled and so teaming. Does this mean that we are to have Voids and Nictus in our missions on a much more regular basis
I only have one level 50, and she got there because the character was fun to play for 50 levels. There's nothing the developers could do that would make that experience seem a waste. It always surprises me when other players talk about playing the game as if it were a chore. If I didn't enjoy playing a character, there's no in-game reward I can think of that would make me want to labor for hours playing it. -
Quote:Actually, what you said earier was:And, like I've said, I did communicate to the person that invited me (which is something I've learned to do more of since the tread that was mentioned above). Perhaps if this person had given it more thought as well they would not have sent the invite when I told them what type of character she was.
Quote:I should also add that, when I got the tell asking if I was interested I did tell the person that "I will stay in character" or something to that effect, and I got a "kk" followed by the invite.
However, if you did warn them what your character was like and how she would act in the mission, and they just ignored it, well, it's on them for not listening.
Quote:Actually, the "Earn XP" on this particular character is turned off. But I understand the perspective and I'm not familiar enough with the way the game works to know how this effects the XP of other players in the team. If there was a setting for "Give my XP to the team" I would turn that on when I turn off XP. In fact, my XP is almost always off when I'm with a team, especially for missions that are out of the normal flow, like events, to prevent leveling out of whatever contact I'm currently doing. -
Here's the thing:
When you play a game that involves teaming, you need to be a team player.
This doesn't mean that you can't role play. What it does mean is that if you plan to team, you should find ways to role play that do not interfere with being a team player.
I've only played MMORPGs for about a year, but I have a long history of playing pen-and-paper role playing games. Unlike online games, where role playing is really optional, pen-and-paper games almost always involve heavy role playing. Most of the players of those games understand the importance of team play. They will create characters that are motivated to work well with others so that they can freely role play without having to disrupt the team dynamic. However, occasionally, I've come across a player that plays their character in such a way as to cause problems for other players, even to the point of derailing the whole game. The excuse is always "I'm just role playing my character!" The problem with this excuse is that there's no good reason to create a character whose personality, when properly role played, is going to be disruptive to the game. Why deliberately design a character that's going to cause problems?
Solo play is a valid option in CoX. You can certainly make characters that don't work well with others, but you might want to reserve them for solo play. When teaming with others, break out characters who could plausibly be team players when called upon.
Role playing is great--it doesn't have to be an obstacle to team play unless you insist on making it so. -
Here are two things I've long thought would be cool additions to the game, but I know would provide far too minor a benefit to be worth the Dev's time (thus I wouldn't even bother posting these in the suggestion forum)
1) Customizable signs for bases.
Back when I formed my first supergroup and built up the base, I wanted to organize the salvage bins by tier and rarity, so that there would be one bin for tier one commons, etc. I figured this would make it easier to find specific salvage and would help ensure a good variety of salvage types. Unfortunately, no one but me (and sometimes not even me) could remember the system, so pretty soon the salvage was distributed rather randomly among the bins. I thought it would be great if I could create text labels that I could attach on or near bins that would indicate what kind of salvage each was for. In fact, customizable signs could serve a variety of practical and decorative purposes in a base. Sadly, even with profanity blockers in place, this option could be abused and we'd see bases filled with all kinds of offensive and inappropriate messages, so it isn't really a good idea to have something like this.
2) Complete career defeat statistics.
I was looking at my progress bars for defeat badges on one of my characters and I thought, "wouldn't it be great if you could pull up complete defeat statistics for each character?" Not just how many mobs of each faction, but also how many lieutenants and bosses for each faction, as well as the the unique named enemies that character has defeated. Also, tracking which arcs each has completed would be nice too. I have so many alts, I can't remember what half of them have done. But I know there are far more useful things people would like to see, so I don't imagine developing something like this would ever take much priority.
Also, on the subject of game statistics: my first day playing CoH, I ran into an information kiosk on a street corner. It looked like the one in the tutorial, but seemed designed to provide ongoing player statistics. Except it listed "no information" under every category. Most of the time, I don't even notice those things anymore, but every once in a while, I'll come across one and check it. It's always "no information."
I don't think I've ever known anyone to mention them. The wiki only seems to mention them in the section on features included with issue 2:
Quote:Was there really a time when they were actually working? Anyone know why they don't work now? Are there any plans to reactivate them? Is there even any player interest in doing so?Kiosks are now functional, and track the Victors, Punishers, Healers, and Nemeses on a daily and monthly basis. -
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