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Posts
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Quote:Thank you for the location correction, I didn't know they weren't in the same building.NCSoft customer support is based in Austin, Texas, not in California. Paragon Studios is located in California, which is where the Developers and OCR Team work from.
I know that the Billing department is only able to be reached by phone from Noon to 5 Central time, and it's possible that the Customer Support staff is only reachable by phone during those hours as well.
If by "contacted customer support" you mean that you filed a /bug report in game, you likely won't get a response. You should file a /petition in game instead or fill out a support ticket on the support.plaync.com website.
And I definitely didn't file a bug report, I know that would be futile (not to mention barking up the wrong tree). I opened a ticket on the support site, and all I've received so far is the automated response. At least they haven't taken the money out of my account yet, but I'm sure that will come sooner than the transfer at this point.
I'm just disappointed, all the free transfers worked nearly instantaneously, and here I am actually spending what I consider to be a lot of money for a transfer, and now it stops working? :[ -
Last night I started a character transfer. No free tokens, I had to pay for it. Twelve hours later she was still showing up on both servers, and if I tried to log her in on the new server I got booted with a "not done yet" message.
I contacted customer support this morning and there's still no reply. I realize it's still kinda early over there in CA, but I'm really hoping to get her invited to a VG tonight, and maybe even play her.
I was just wondering if anyone else has tried transferring a character since i17 went live, and whether or not it ever actually went through. -
I'm pretty much just an echo at this point, but:
The character creator sucked me into the game. The community kept me here. And it's the little things that still bring me glee.
I have always loved designing my own characters, and have often been frustrated by games that expect me to play "their" character and follow the story they've written for that one person. I know this is mostly a limit of game engines of yesteryear, but it was something that always bugged me. I'm female, and most games forced me to play a male character. A few games threw in a secondary female choice, which was cool.. but I was still following "someone else's story". City has let me design characters that I care about, write their own history, and then create a new future for them within Paragon or the Rogue Isles.
A large part of that is also the community. Other players' characters help shape my character's personality. Other players themselves help me learn about the game, and I enjoy the social interaction. Though the group of people I spend the most time with has changed over the years, City is the one place I know I can go to connect with people who share similar interests and philosophies. I'm not going to find people like me at a bar, for instance, or at a club. (Unless it's Pocket D.)
Finally, I love the little things that have been put into the game. I love the additional costume bits. I love the badge system. I think bases are really cool. These are all things that appeal to me in different ways, so there's always something different to do.
Thank you all for a fantastic six years, and here's hoping for six more and beyond! -
Quote:I don't have Mids in front of me right now, but is the -Res and -Def from MM's Tar Patch really equivalent to what Defender Radiation Emission can do? (I'm guessing no, but again I don't have the numbers right now.) There was plenty of -ToHit and +Def, but that doesn't seem to matter too much to the Cysts, or at least didn't at the time. I should also point out that five (or six?) of the team members were Repeat Offenders, and only the remainder were a PuG, so it's not like we were playing with inexperienced people. I would be happy to run this more scientifically, though getting an all-MM ITF together is fairly difficult for some reason. (On Freedom, even.) At least it has been for me.But MMs get lots of force multiplication. The team you mentioned had tons of -resistance and -defense and -regen. They also had tons of -to-hit and -damage as well as lots of +defense and +resistance.
It is mind boggling to me that a team with 2 Darkest Nights, 2 Tar Patch, 2 Twilight Grasps, 2 Shadow Fall, Flash Arrow, PGA, Acid Arrow, Disruption Arrow, Hurricane, Steamy Mist, Freezing Rain, Anguishing Cry, Suppress Pain, World of Pain, Acid Mortar, PT, Seeker Drones, FFG, Triage Beacon, and 2 Dispersion Bubbles could have trouble with any AV fight, much less one that features negative energy damage.
It may have also just been that group and that day, who knows? Maybe I'm totally wrong. I've played on all-MM teams (not always eight, but always five or more) probably half a dozen times. I can't really guess at how often I've played on all (/most) DefTroller teams, but it certainly feels (again, in my experience) that the DefTroller teams are more capable of steamrolling. Not that the MMs have a lot of trouble, and I'm guessing an all-MM team is going to have an easier go than, for instance, an all-Blaster or all-Stalker team, but it just doesn't seem to go *as* fast as the DefTroller team.
Again I'm totally up for a more scientific look. Maybe I'll try to organize a triple-all-MM-ITF followed by a triple-all-DefTrolCorr ITF to get a better average. -
Err, sorry to nitpick, but no it wasn't.
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Quote:I have to disagree, here. A Perez Perk sized spawn of Hellions is going to utterly wipe the floor with my little level 10-14 bubble-fender. A level 10-14 scrapper might be okay with that kind of spawn, but (especially) low level defenders and controllers are not. So then you have to start adjusting spawn size based on archetype. And then you have to start accounting for force-multiplier effects of high level defenders. Pretty soon you're adding adjustments on top of adjustments on top of adjustments, and it gets complicated and crazy and something breaks. Instead we have the difficulty system. If you feel that the guys you're fighting are too weak, go adjust your difficulty. You have every opportunity to fight large spawns if you want to, but suggesting that the each spawn should adjust based on each player's AT and powerset choices is the wrong direction.However what feels weird in CoX that it doesn't matter that much if the enemy is a gun and baseball wielding thug clad in street clothes, crossbow and torch wielding luddite, trained submachine gun wielding soldier, or energy rifle wielding body armored rikti - they are all treated equally when it comes to spawns. It's small things like these that chip away from the "fun factor" for me.
If devs ever get around to creating CoX2 I'd like to see "standard" spawn having varied amount of opponents based on power level while the reward stays same. So those gun wielding thugs would come in Perez Park sized groups where as (power) armored soldiers would come in regular spawns and true enemy "supes" being one vs one enemies. There should be a clear rule what makes a mook so we don't see paragon protectors as mooks and even mooks should have different levels of power.
Quote:I can see that. Obviously, on large teams, having 2 or 3 defenders is a huge boon. Would 2 or 3 MMs on large teams be the same kind of boon? Possibly not. So a big team with a few defenders could perform better than a big team with a few MMs. That could even happen quite regularly.
Quote:Defender damage is as high as it needs to be to do what? To make them meet the minimum requirements for solo speed? To allow most players to feel like they should take, slot, and use their secondary? To keep the population within whatever range is deemed acceptable? To allow most players to feel like blasting contributes to a team of 2? of 4? of 7? To make sure a lot of defender players barely blast on large teams?
Even with my TA/Arch, I see a difference. She doesn't have the self defense that my bubbler does, and yet it was often a case of "whichever one of us gets the next hit in, the bad guy or me, is gonna win this fight." And because Defenders do so little damage on live, the bad guys would win the fight. Doing just a little more damage makes up for the lack of self defense here, because I can kill the guys with enough additional speed that it keeps me alive.
I realize this solution doesn't make everyone happy, but it works for me, so I have no complaints at all. I'm sorry not everyone sees it that way, but that's what makes it so hard: the Devs can't please everybody. -
Quote:This is why I have one, and exactly one, badge toon. If I allowed myself even "a hero and a villain" I would end up driving myself insane!Haven't you gotten enough complaints for this over the last 6 years to know this is a BAD IDEA? Seriously?
One of the comments made by Positron before the official lead change was that you (Paragon Studios) were looking into awarding the anniversary badges on a global basis to eliminate the need for players to log onto each and every alt they have in order to get the anniversary badges. You have the tech to award badges globally now thanks in part to the Architect. So it isn't even a tech issue. -
Welcome to the boards!
What a coincidece, I *just* finished the Black Scorion patron arc on my trapper this morning. Finally I got to train up to 41! ^_^ -
Quote:While I understand the idea of telling the player-base that these venues exist (so they can be "friended" and therefore gain more visibility), I very much agree with the sentiment above. Please don't release things on twitter and facebook that I can't find here - I don't have an account on either facebook or twitter and I don't want to. I know I'm missing out on the latest gossip from the Devs, and that really makes me sad, but I am not going to sign up for every social networking site that springs into existence just so I can stay updated on this game. I expect the info to be HERE.Can you please STOP directing people to Twitter and Facebook? Social networking sites should be used to direct people TO the Cityofheroes website; please stop directing people AWAY from the website.
Please post the upcoming Q&A information here on the website and any other information pertaining to Cityofheroes/CityofVillains. -
Hm, I realize you're probably not reading the thread anymore at this point, but...
I like the fact that it is opt-in (NOT opt-out), so people who don't want to see the ads aren't bothered. That being said I feel like many people here: Anything that gives CoX more money makes me happy, so I opted in. Once I opted in I saw plenty of the same (non)ads that had always been in the game. I saw one actual ad on a billboard half-buried in the ground in Eden.
While I don't want to see ads for Viagra or diapers, I'm totally fine with mainstream products (soft drinks, snacks), computer products/websites, and anything that pertains to the game. And I'd be more inclined to buy products who spent their advertising dollars in City, because then I'd know I was helping to support the game.
Quote:And what about an actual TV commercial? Those "I'm a hero! I'm a villain!" skits seemed like a good start even if they needed to be trimmed down to fit the available time.
Like I said above, a TV commercial would have to be MADE OF AWESOME. However, ads in comic books or, as someone pointed out, before comic-book movies would be VERY effective. -
Marketing? We have marketing now?
YAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYY!!!
Welcome to the team Black Pebble! <3 -
I can't believe these haven't been posted yet...
wimp.com (funny/interesting videos, with random links to dump)
dump.com (funny/interesting images)
geekologie.com (geeky things) -
I wanted to second the suggestion for a Recall Friend -type day job power. The vet team recall is so useful for out of the way missions, but of course the recharge is long, and sometimes you really don't want to bring the whole team along. Maybe could be applied to one of the new zones in Praetoria?
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Quote:OH MY GOD. SQUEEEEEEEEEEEEE! (Thank you Paragon Studios!! <3 <3 <3)
Animated Tails, Positron Task Force Update, New Badges, New Player Emotes, Craftable Temporary Powers, Increased Mission Count, Show Last Objective, Auction House, In-Game E-mail, New Maps, Escort Missions -
Not that it probably makes a difference this far down in the thread, but:
1. The "EU Marketing Team" is no more lame than the "NA Marketing Team". I'm not sure if there really is a dedicated Marketing Team in any sense of the word. The only reason I heard of City is because a friend of mine, who participates in every beta he can find, introduced me to it. In the six years I've been playing I still have yet to see a commercial or any other form of advertisement for either game. The most I've seen is a couple of time cards (literally twice, in six years), which I would have ignored had I not already been a player. It's not that NCSoft/Paragon Studios sucks at advertising in Europe, it's that they suck at advertising PERIOD.
2. Market Research can be wrong, but if they have reason to believe that the cost of releasing a boxed set in Europe will cost more than the potential revenue, it would a terrible business decision to go forward with it anyway. I would prefer they stick with good business decisions and continue to keep the game profitable, so we can all keep playing it as long as possible.
3. Don't take it so personally. Many people got their panties in a twist because there was no City presence at any East Coast conventions - and at the very least there was a City presence at one EU con. It's not a personal insult directed at any players regardless of where they live, it all boils down to productivity and profitability.
I'd love to see a huge marketing campaign in both North America and the EU, provided it's done well. (Bad marketing is worse than no marketing in my opinion, but that may not be the case as far as profitability is concerned. Still, I'd hate to have to bury any future City commercials under the same rug as the D&D movies.. gag!)
Personally I'm proud to belong to the City community, and proud that yall are in it too. We're a big family, like it or not. But you're not the red headed step children.. nor are PvPers, Base Builders, or any of the other groups who feel "shafted" from time to time. Sometimes I think my boss is ignoring me, or he makes decisions I disagree with, but he has access to a whole lot more info than I do, and he's a lot more experienced in this field, so I have to trust his judgment. He's the one who is held accountable for the decisions at the end of the day, so he's going to make the best decision he can based on the information he has. I expect the people running NCSoft/Paragon Studios are doing the same. -
Still hoping for Red Name confirmation as to how the pre-order versus collector's edition goody pack is going to work. Will it be like the GvE pack, where we could buy the extras later?
(Edit: Personally I want to pre-order, but the goody pack is more important to me than getting early access to the new sets, so I'll wait to get the Collector's Edition if I can't buy the extra stuff separately. I won't buy both.) -
"... Unfortunately, things didn't work out exactly as I'd planned."
If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest. -
As I understand it, the character in the game becomes the property of Paragon Studios. I think if you then tried to publish something with your character (outside of the game), you could potentially get sued. Not that I think Paragon would take such action, but in other words, don't put your original characters into the game. On other hand, if you've already published a character and own the copyright, you would probably still be reported and generic'd, and would then have to prove that you're the copyright holder, at which point they may or may not let you use the likeness again, but at which point you would also probably face repeating the incident if someone else reported you. I'm no expert, but that's how I understand it to work.
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Quote:Seconded. How about the fact that anyone who isn't already online has no idea what CoH is? How about the fact that the only reason *I* play this game is because my roommate had it, and he got me hooked? (And likely the only reason he knew about it is because he preorders and plays just about every online game that comes out.) And the fact that if he hadn't, I still would NEVER have heard about this game from ANYWHERE I EVER GO. I have never seen ads for City on any website, never seen a commercial for it on TV, and in fact would have no idea this game exists except for one person having shown it to me.Concerning this. Marketing team is Fail.
*That* is marketing fail.
(And I love this game. I am SO HAPPY to have found this game, slim as the chances were!) -
Quote:Having re-read your description, I am convinced that neither a team of Blasters nor a team of Scrappers would be able to defeat your AV, regardless of the number and type of inspirations they happen to have on them at the time. While the AV is spamming a massive-damage AoE, the scrappers will take turns running up to the AV and... face-planting, perhaps having been lucky enough to get one or two hits in. Insp trays are only so large, how can one carry enough to fill all the niches required by this specific AV?Also, if you re-read my description of the fight there isn't anything that requires a particular team make up. You could beat the AV with just a team of blasters if you learned how to kite effectively or a team of scrappers if you took turns getting the aggro.
Let's examine an AV I think they did right: Rommy. He has three "pets" which have various functions. The pets are very hard to kill on their own, nearly impossible to mez, and if you really want to drag them away from Rommy you need two serious taunters. However, killing the nicti individually is *possible*, which is good since sometimes Rommy gets out of Line of Sight at the last minute, and then you're stuck with these really hard-to-kill things. Ideally though, a group kills Rommy four times, trying to mitigate the nasty effects from his pets, and then lets Rommy take out his pets one at a time each time he himself is killed. While it's still a hack-and-slash fight, there's room to fiddle with the idea. I haven't done the 5th Column TF red-side yet, but I take it that the Reichsman fight over there has something of a technique to it too.
I'm not arguing the point that we could use more interesting fights, but I don't think the one you described would be interesting - at least not to me: it would merely be frustrating. It's not the death or debt.. I've been playing this game since live launch, my first toon was a blaster, and she spent her entire career until the mid-30s either at or near the debt cap (which was five bars at the time, and there was no debt suppression for any reason what so ever). It's not because she had debt that I hung the character in the dark recesses of my closet with no intent to return - it's because she could do NOTHING ELSE besides die. She wasn't an effective Blaster. I have since learned enough to make her much more effective (THANK YOU MIDS, AND LIZ!) but at the time I would get *so angry* because she couldn't kill even kill green- and blue- con minions, because she was too busy eating floor. That's what your fight sounds like to me: unless you have a meat shield, someone with an anti-mez power, some ranged damage, and an otherwise perfectly calibrated team, you're just not going to win that fight.
Anyway, we're in agreement that more interesting AV fights could only improve the game, it just boils down to how it's implemented. -
Quote:Are you suggesting that there aren't enough logical floor plans in existence to make entering a mission more random/unpredictable? So you could walk into any single-family home in the country and know exactly where the bathroom (glowie) is, and exactly where to find the homeowner (boss)?A fine example of how two players have two completely polar, and opposite desires for content. One wants more unpredictable, random maps...the other wants maps with more carefully planned, and logical layouts.
I love designing floor plans, I can think of plenty of creative layouts for office buildings that provide a realistic environment, while still producing a challenge to anyone who wants to find an object or boss. -
Quote:I whole heartedly agree (and RedLetterMedia is hilarious, for anyone who has time to kill you can spend hours laughing your butt off to his stuff!) The buildings make no sense what so ever. (How many labs/warehouses have long hallways that lead to nothing but a dead end with nothing in it? *boggle*) Does that detract from my enjoyment of the game? I dunno, I haven't played an MMO that had realistic floor plans, but I do know that it affects my behavior. I don't search the teeny side-rooms because I know there's nothing and no one important in there. I know I can skip certain areas because they never hold an objective.To be honest, I'm actually less concerned about the fact that the maps are predictable, than I am that 95% of the time the maps make no sense.
Honestly I don't understand why we can't have more realistic maps. I've worked at several locations that would make fine (and interesting, and challenging) mission maps. I think using more realistic maps would also help prevent people from getting lost, and would be easier to "mix it up" as far as glowie/boss placement. The only "restriction" is that each floor would have to be roughly the same shape, and elevators would be able to access all floors. But since the main boss could be on the middle floor, you'd still actually have to search!
I'll add that to my list of "nice to have"s ;] -
Quote:Yes thank you, exactly. Draxion's idea not only requires a specific team build (something the Devs have tried to avoid), it would also have one specific strategy that a team of 8 people would need to either look up online, or face frustration until they solved it. At least with the Hamidon encounter you have up to 50 people (some of whom have probably done it before, and will take the lead), and the "requirements" are that you have both melee and ranged damage - not specific powers, power sets, or ATs. And Hamidon is the single largest encounter in the game, to which an 8-person AV fight cannot be compared.This doesn't so much require 'tactics' as it requires 'knowing exactly what happens and how to avoid/counter it.' If, for example, you took in a team with a few scrappers, it sounds like they'd be hitting the floor around the 2 minute, 3 second point unless forewarned. The 1 minute point debuff would be trivial if you brought a character with the right Clear Mind clone, a full team stop if not. I'd like to put forth the theory that any content that a well-built, well-coordinated team of veterans is practically guaranteed to fail without trial and error is bad content.
Of course, this is assuming the AV would be built to be able to get all this stuff off. Killing a normal AV in less than a minute can be trivial for a team of 8.
I'd like to see more complex AV fights (rather than the "bag of HP" fights, as others have described), but I don't think Draxion's idea as described would be anything other than frustrating, and would result in the exclusion of specific ATs/power-set choices. -
Quote:Someone once told me to turn off the display of other players' names, this helps a lot in laggy situations. I also sometimes turn my graphics down to minimum for the last two ITF maps - the game isn't pretty, but everything looks like it's moving in fast-forward. At those times I *only* get power-click lag, and get no loss of frame-rate at all. It's wonderful, if terrible to behold.Now, if the Cimerora mish makes your framerate go down, that's different. That won't affect your actual power recharges, or generally cause your character to rubber band.
I'm seeing excellent ideas for puzzle and non-combat options here. And of course the general consensus is "Some people like the idea of puzzle games, and some people hate it." So let me ask - did everyone (or even a majority) of people have to pipe up and say they wanted PvP for it to be introduced into the game? No, it was introduced because as an MMO, I guess PvP is expected to be in the game. And given the number of examples of other games, I think it's fair to say that having non-combat XP options is a reasonable request. Obviously it would need to be done in a way that is optional - they didn't force PvP on everyone, and only people who want to participate need to. And so, there could be puzzle missions that are turn-down-able, or avoidable (maybe only specific contacts give out only puzzle missions), or what have you. I agree that people who merely want to hack and slash should be able to do so, but there should also be an option for those who want a different approach to heroing/villaining. -
Quote:Exactly. Look at it this way: How often do you go look up spoilers for a movie before you watch it? Unless you're going to an advanced screening, it's entirely possible to know the entire movie without having ever seen it. But do you do that? No, you want to experience the movie for yourself, so you avoid spoilers. Puzzle games would be the same way - I'm sure some people looked up how to solve the Midnighter puzzle without trying to figure it out, but I quite enjoyed the task myself.You can find spoilers for all sorts of stories from all sorts of media on the Internet, but that doesn't mean people won't want to experience those stories unspoilered.
And by "an XP reward" I meant like 10 or 50 XP (the same you get from exploration badges). Not enough to make it worth farming, but enough that players have a reason to do the puzzle again, should they so desire.
(EDIT) And I prefer that Page Down only reset yaw, and not pitch. Or if they change it, I'd like to retain the ability to have a key that only resets yaw. I tend to view the game from a slightly top-down angle, and use Page Down a lot ... if that functionality totally went away, I'd be rather miffed. :P