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It's hard to believe anyone would think a CoH movie would be a good idea.
Superhero movies have fallen into two general camps. There are those based on IP beloved by millions, like Superman, Spiderman, Hulk, etc. And there are those based on obscure titles that had compelling stories like Hellboy or Watchmen (I know some fans will take umbrage at me calling Watchmen obscure, but in the grander literary landscape it certainly was.)
COH at its high water mark had a couple hundred thousand subscribers. So it's not in the "widely beloved IP" category. And while I have experienced many fun story arcs, I can't think of any that would form a compelling basis of a movie.
So unless someone like Mauricio del Toro suddenly becomes infatuated with COH, I'd say the odds of a COH movie remain exactly zero. -
It's nowhere near as powerful as either SS or SJ.
Quote:and also "costs .46 end/sec"
Wow, expensive power! Glad it jumps higher than CJ, but sad that you lose the defense bonus. I hope we can slot it for endredux.
Nope. And you're not the only one who'd drop regular travel powers if this was better and/or slottable. I'm sure the devs are sensitive to the folks who complain about not wanting to feel forced into having to do microtransactions in order to have a strong character. Hence the high end cost, incompatibility with CJ, no Def bonus, and inability to slot. -
Quote:To be fair, Synapse is well aware of the inequities of the current system. I chatted with him briefly about this a while back and in essence he said that they had some good ideas for a more fair and balanced system of awarding merits (not just for TFs but arcs too) but it'd take a fair bit of programming time and it just wasn't a front burner task.That's why I keep after Synapse to make Merits a rare defeat drop and to lower the final TF Merit reward to compensate. If people take their time to kill along the way, they aren't penalized for not speeding through it.
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First, a caveat: I literally only read the OP's post, none of the many many replies. That said....
I understand that many people play an MMO for a while, get tired of it and shelve it, only to come back to it later. So we need to make sure a name retention policy doesn't burn those folks. However, I think it's fine setting an upper bound. For example, I think it's a safe assumption that if an account has been inactive for a solid uninterrupted 48 months, it's unlikely that player is going to return, and those names should be freed up.
If someone does return after more than 4 years of solid inactivity, it's doubtful they even remember their old characters, let alone feel any sort of attachment to them. It's not like they'd go "oh man, I was SO looking forward to playing this character I made in 2005; I can't believe I lost the name. After 4 years of never even logging in I was prepared to subscribe for the next several years but without that character name I won't do so." -
Quote:I did exactly the same thing in order to solo Sea Witch. I like the intent of the OP's suggestion but would want it to be an optional switch in the mission difficulty settings so that people could set "use my current level" vs. "use the mission's level". As long as it was set up as a user-selectable option, I'd love it.What about "undroppable" missions - like some of the EBs lowbie redside (looking at you, Sea Witch!)?
For some AT/pwerset combinations, I have at times levelled twice to get the mission green. Your original concern was the effect of turning a mission in your list inadvertantly from green to gray while teaming, so you did recognize that was one strategy used by some. Can't drop it, but want it green, not blue. -
Quote:HOWEVER an important point to remember is that you can over ever have five of the same set bonus value before they stop counting.Quote:As long as you don't have more than 5 of any given percent they will continue to stack toward your total.
Quote:Castle further elaborated on the rule of five in I13 Closed Beta saying that the exclusion of more than five of the same bonuses is based on the name of the bonus and not its value. For example, a character can benefit from up to five global benefits of Luck of the Gambler: Defense/Increased Recharge Speed, which gives a global +7.5% bonus to Recharge Rate, as well as up to five set bonuses of +7.5% Recharge. That's because the first bonus is named "Luck of the Gambler: Recharge Speed" while the second is "Huge Recharge Bonus". One can find the names of the bonuses listed in the Combat Attributes window. -
Here's a cool one, the Brügger & Thomet TP9:
And another:
Here's a machine pistol by Kriss:
Underneath all the mean-looking pistol bits this is actually a Ruger 10/22:
This is the Sig Sauer P556 SWAT:
Lastly, a gatling pistol would be pretty fun!
EDIT:
From SVIguns.com, the IMM Open Pistol:
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Quote:This analogy doesn't work. When I have to go to a gunfight, I always take a ripe banana instead of a gun because:Oh definitely- bringing an RP rationale to a serious discussion is akin to bringing a ripe banana to a gunfight.
1) With the banana, the other guy looks at me, laughs, and walks away shaking his head. If I had a gun, it's highly probable he'd shoot me.
2) I might get hungry. Bananas are way better in that department. Sure, you can use a gun to get food, but there's all the noise and blood and running away from the 7-11. It's just much more direct with a banana.
3) You might be tempted to bring an unripe banana. Don't. It's not nearly as good a weapon as a gun, and not nearly as good foodwise as a ripe banana.
4) I know what you're thinking: better to bring the gun and just take the other guy's ripe banana because then you end up with both a gun and a ripe banana, and it really doesn't get any better than that. But if both guys think that way you're back to the noise and the blood again. Don't get fancy, just stick with the ripe banana.
I guess this really proves that using RP as a rationale against merging the markets make sense, but that wasn't my intent. I just get so tired of all the noobs bringing guns and/or unripe bananas to gunfights when it's so much better to go the ripe banana route. -
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Damn but I love these forums. This thread is fascinating!
Never been in the military myself, so like Sam I had some fairly vague notions of rank and organizational structures.
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Quote:Look at the bright side, at least the thread title is clearly a question. Her *Going Rogue update* thread had loads of people complaining that it looked like it had info rather than being a request for info. So kudos to P_P for learning rules of basic punctuation.Perfect_Pain is Dev Trolling again. Thanks for making your motives so explicit.
Oh, and on topic: of course there will be new mission maps. We don't know how many but anyone who proposes with a straight face that the number will be zero is either laughably clueless or a troll. Can you imagine a new expansion with no new mission maps at all? What I'm more interested in is not just how many new maps there will be, but maps with special features like security spotlights that trigger ambushes, or maps with destructible objects like the one with the subs in Faultline. -
I hate the idea of an underwater zone, but I LOVE this idea. Having a window that shows an underwater scene, or a space scene, or the shadow shard would allow missions to use normal maps yet be set in underwater or outer space bases. Ideally they'd make those same windows available to base builders for ambiance.
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This arc so richly deserves to be Dev Choice! I remember when playing it I didn't have very high expectations but the plot was great, the costumes were spot on, and the dialog was fantastic.
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Quote:I think just the opposite was stated by Sunstorm and Posi, as summarized by Fire Away:Word has it that base raids should be making a comeback sometime around Going Rogue, so that's a plus.Quote:
The new development "current plan" is dominated by Going Rouge [sic] (projected release 2nd Quarter 2010). Bases are NOT a part of the "current plan". Quote:Base raids (to include CoP) - The devs really want to bring base raids back. But Positron made it clear that raids were not in "the current plan". -
I'd go for the blaster in a heartbeat. It's great fun as a blaster to have the buffs/heals of an Emp, and you'll never be bored trying to keep the blaster on his feet!
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Quote:Agreed. We're looking at a target release of April-June of next year. That's a long way off, folks. But in addition to the long amount of time left, one thing mull over is the increased resources they have now. The Paragon Studios team is now over 60 people and they still have 8 open reqs! I have faith that they are all go-getters and that a team that large is going to crank out a ton of stuff.I kindda love how people are thinking the entire CoH: GR feature list is limited to:
2 New Powersets
Praetoria
Side Switching
Graphics Upgrade
If that was the case, CoH: GR would've been already in closed beta right about now since we saw ALL those features on Hero Con videos, and they were functioning pretty smoothly.
Plus think about the fact that devs are not interchangable. The type R programmers who did the reflectivity/water/shadow effects aren't doing costumes, enemy groups, buildings, mission instances, new arcs, etc. Think about how much Jay, Babs, and Posi (and their new-hire minions) can crank out in a year, and then reflect on how little of their work we saw in the GR preview.
For example, two HUGE items we know will be in GR from the San Diego Comicon dev discussion panel are a new end game for level 50s and a way to make our level 50s more powerful. This is a big project being created by a big team. It's incredibly premature to be disappointed by GR at this stage. I'm sure they're going to have a couple of big reveals prior to open beta, and even when open beta begins there are going to be some "holy cow!" moments when players see stuff that hadn't even been previously hinted at.
Altough I do have to confess to my own pet obsession: I think a desperately needed QoL improvement is a revamp of the Search window and the addition of a Team Looking For More mechanism. If they roll out a ton of new shinies but omit those, I'll be the one posting an "I'm disappointed" thread! -
Since these two items come up on this forum with great regularity, I figured it was appropriate to relay a couple of Marcian Tobay's tweets from Herocon:
Quote:So while that's not a "for sure this is coming" nor any promise of when it might come, it's a positive step. As has been all too often noted here, most MMOs already offer this capability so hopefully the devs are looking at this as simply part of keeping the game current.You may be able to mail items/inf in the future.
Quote:Upcoming feature: You don't have to log in or out to switch characters. -
Quote:This claim is so absurd as to be laughable. So rather than rebut it, I'll just say thanks for a good laugh.I would exploit it so bad you'd be singing a different song within the week.
Quote:It would be nice, yes. We don't have it, no.
As far as a workaround: I'm willing to help. The last two people who gave me hundreds of millions for currency exchanges were Reptlbrain and Laevateinn but there were a bunch before that, so I've got references. @Boltcutter in game. -
I don't feel strongly about an underwater zone. I don't hate the idea, but I am not excited in the least about it.
I think that requiring a power to breathe is a non-starter; a temp power with any duration short of infinite won't work because players would simply be annoyed if they started dying in the middle of a mission due to their respirator running out and had to exit back to an NPC to get a new respirator.
My main concern is that an underwater zone would just be eye-rollingly silly. We all suspend disbelief in the game now. We don't bat an eye when someone with Super Jump somehow changes direction in mid-jump, or when a speed-capped Super Speeder goes from top speed to dead stopped instantly or when a hero roasts someone to death for something as trivial as stealing a purse.
But Sam pointed out lots of power use issues that would be impossible for many players to ignore. I'd rather not have a zone that, as Sam put it, amounted to teal air and perma flight with a different animation. -
One quick aside: if you haven't flown with that costume on, give yourself a treat and do it, even if you have to buy a Raptor Pack. I so dig the look of that costume when flying. Rocket boots FTW.
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Will the Search interface be overhauled? Will a Team Looking For More feature be added?
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Really strange. I sympathize, Sam, because Carnies bosses are just horrid. Your post particularly resonated with me because I happened to encounter the flip side of this problem a few days ago: I had Council missions cranked up to a virtual team size of 8 and had bosses enabled yet no spawns had a boss in them at all. Ever.
They need to take that "spawn bosses like crazy" flag off of Carnies and put it on Council! -
Quote:Well, FWIW I just gave you +rep. Excellent guide. The next time I'm doing an extended session at the auction house and see some forlorn character broadcasting for 10 solid minutes that they're looking for a team, I'm going to send them a link to your guide.To the smart-*** that posted this:
Guide to Successful Teams 10-14-2009 06:31 PM lol you call this an update, you don't get a Task recipe for doing task anymore FNEE
(Of course what I continue to hope for is a "Team LFM" function since some people just won't form their own teams no matter what; but that's another subject entirely.)