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Quote:This is an example of an AI change that would drive players crazy. Yes, if the AI was playing to win this would be a smart tactic. But the point is, the game is designed so that players are supposed to win 99% of the fights.Another idea:
AIs that recognize and target healers and other dangerous targets.
Quote:You know what could be really really annoying?If they give enemy TP to mobs too and long distance for that. Lets think about situation, when the team is preparing to next attack and suddenly the defender disappears. Actually teleported in middle of nasty place...
Quote:I think it's important to distinguish these ideas from AI - these are not really ideas for improved AI - they're just new scripts that mobs would follow.
Which I think is great - I don't actually think we'd WANT better AI, which would increase the game's difficulty. I think we would want to encounter new patterns that we have to figure out how to solve, which would increase the game's variety.
Really it's all about retaining balance. For example: I'd love it if a particular enemy group had LTs that had a percentage chance to try to run to a nearby spawn and chain-aggro to bring them back to help in the fight. Just like you learn to target Malta Sappers first or take out Nemesis LTs last, you'd learn to take these guys out before they could run for help. But it'd suck if all mobs from all groups suddenly started to use this tactic. -
At lower levels, defenders get their buff/debuff powers faster than corruptors or controllers. Want Speed Boost at level 12 or Fulcrum Shift at level 32? You're only getting that from a defender. So at lower levels defenders not only have stronger buffs they simply have more buffs than same-level characters in other ATs. But of course once you get into the 40s, the whole power progression issue is moot.
With Going Rogue coming, defenders might find themselves caught between other ATs. If you want maximum survivability it seems like a controller's combination of controls, pets, plus (admittedly weaker) buff/debuff will bring more to the table than a defender offers. If you want a combination of buff/debuff + damage a corruptor offers higher base damage, a higher damage cap, and Scourge.
Of course in situations that are more extreme than is common in current high level content, the extra strong buffs of a defender will be more significant. The devs have said that Going Rogue will offer a compelling new end game that will make current high level content "seem like a piece of cake" so perhaps that's what will help defenders to really shine vs. controllers/corruptors. -
Quote:EDIT: found the interview. It was with Boomtown.net with Positron (Matt Miller):Don't I recall an interview pertaining to GR that said they're going to be introducing a post-50 advancement mechanism involving special enhancement-type slots? I recall it saying you will be able to get up to ten of them (no indication of how) and that each one would allow for some kind of significant advantage to the character. I'm almost certain I didn't dream that. Can anyone back me up on that?
Quote:Boomtown: Looking forward the first paid expansion has been announced – Going Rogue. Please explain to our readers what the new expansion will bring.
Matt Miller: I can’t release much information yet. Hopefully the name alone, Going Rogue, provides a good foreshadowing to what the game will encompass. But among other things there will be new zones, the ability to switch a hero to a villain and vice versa,and difficult tasks for level 50 characters to do that make them more powerful. (emphasis added)
Quote:Perhaps you're thinking of the Universal Enhancemant Slots from the Marketing Survey?
The bottom line is that the devs have officially confirmed a way to "power up" our level 50s as a part of Going Rogue, and they've been working on it since well before August 2008. So as creative as the OP's suggestion was, it's entirely moot. The devs already have a system designed and mostly or entirely implemented. If you're the OP, that's "the bad news." The good news is that we're going to have it relatiively soon. Major features can take roughly two years to get from being discussed to being released, so it's pretty damn cool that GR will address the OP's wish, albeit not with the mechanism he articulated. -
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Everyone in this thread is just shortsighted, dumb, or secretly wanting the terrorists to win. There's no other explanation.
The main problem is that the OP's suggestion didn't go far enough. Here is what he should have suggested:
1) When you start playing CoH, you are assigned a group of 7 perma-teammates. The "Quit Team" button will be removed. You may not quit your team. EVER. This will save loads of time and will help everyone realize the truth of the joy of teaming. (Also, it is polite to refer to your perma-teammates as "comrades". EDIT: except for whoever gets the star; refer to him/her as "Dear Leader".)
2) Because it may take a period of adjustment for people to realize how fun this really is, you will not be permitted to quit the game. EVER. NCsoft will just keep billing your credit card. Because it's fun. Even if you don't know it.
I am confident that these sensible proposals will, with time, come to be embraced by the proletariat, errr, player base. -
A kick in the head? I'm thinking of a lot lower down...
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Quote:KD is great mitigation too. For a long time, every squishy I created took Arial Superiority because of it is a fast activating, fast recharging, reliable form of KD. My Super Strength brute is very happy with the KD of his attacks.IO sets that turn KB into KD won't work because KB is only really detrimental when on teams. Soloing, the mitigation it gives can be a life saver.
Quote:IMO, the best way to handle it would be to give the KBer the option of when to KB or not. Pretty much the only way I can think of to do taht is with a Toggle; -
Quote:The fact that several other games already mentioned in this thread have the feature and the fact that this suggestion comes up repeatedly should show you that it is indeed a valid QoL issue. QoL issues are all about player perception. It's not a problem for you. Fine, we get that. It's a problem for others, however. Almost any QoL change you can point to, and even a lot of feature enhancements, matter a great deal to some people and not at all to others. How much coding do you think went into second builds or leveling pacts? Are those being used by a majority of players? How much coding went into the combat attributes monitor? How many players are even aware that exists?i still hold firmly to the fact that nothing is wrong with the way it is now.
Quote:also what is going to happen if they do implement this and something goes horribly wrong with it and no one can get on at all? -
I'm pretty sure the "super tall but horribly stretched and mutilated" syndrome wasn't the same. I don't think that was the result of hacking but taking advantage of some type of bug in the character creator.
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I got the number from this Paragonwiki article. Don't know if it's accurate but that site has a pretty good track record.
Quote:And either way, since knockback powers have wildly varying numbers, this isn't really the best solution.
It would be more straightfoward just to create a few standalone orange recipes like the Power Analyzer Mk I, II, and III temp power recipes. Have a small -KB, medium -KB, and large -KB recipe.
Quote:I do like the set name though. Hehe. -
Quote:Yes and Yes.What do others think? Is this a common opinion? Would your life be easier if SB lasted longer?
It's constantly suggested. The problem is that sets are balanced not by individual powers but by overall effectiveness. Making SB last a lot longer or making it an AoE would result in making it hugely weaker, or have dramtaically longer recharge (preventing it from being perma) or the weakening of other powers like Fulcrum Shift.
When Castle brings up the balance issue, the player response is typically, "Oh. I see. Please don't change SB. Kthxbye." -
Quote:It's not a problem but it is an annoyance. This suggestion comes up regularly, and it's regularly shouted down due to security concerns.so, the miniscule time it takes to get from log in screen to character select screen is a problem for you?
But I say, let's please give players the choice. Make it an option that defaults to the current system. But on the options screen, you'd be able flip this to "allow me to change characters without logging in". You'd also have to type your account password in to change this option.
That way, players like me that don't have angry spouses or irresponsible children/friends would be able to have the convenience of more fluidly switching alts, and other people who are surrounded by drunken raging maniacs would have their security. -
One of the items that constantly comes up in the forums is the whole knock-back (KB) vs. knock-down (KD) issue. A player will post a rant about how he loves power X but it'd be so much better if it would do KD instead of KB. Then inevitably there are responses from other players that love the KB and urge the OP to just learn to hover or KB into walls, or whatever.
So, we have differing opinions on the desirability of KB. I haven't done an study of KB powers in game, but I know that the only difference between KB and KD is the mag: any KB magnitude under .74 gets turned into KD.
We already have IOs in game that increase KB magnitude. So why not have an IO that decreases KB mag to allow a player to selectively turn powers from KB to KD? That would allow both camps, the KB haters and the KB lovers, to have the powers work they way they want. How about a new KB IO set called Soft Touch that has IOs like -KB, -KB/End, -KB/Rech, -KB/Dam, etc. You'd be able to control the mag of -KB with this set by how many you slotted. -
Quote:Like this?Same here, man. My magics shift pieces of my body out of the way.
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Quote:While I certainly hope you're right that GR will include major PVP enhancements, I can't help but wonder what led you to that conclusion. The devs have said nothing to indicate it. And the idea that it will fail as a product if it doesn't include PVP revamps is wildly off the mark. The fact is that the vast majority of players are now PVE-only, and they'll buy GR if it has compelling PVE enhancements.That being said, I expect that Going Rogue is going to include major revamps to the PVP system. More to the point, I think it's going to -have- to include major revamps for the better or fail as a product.
Don't get me wrong. I'm not a PVP hater at all. I do think that if it includes a PVP revamp it'll be good for the health and longevity of the game.
Oh, more on topic: if we're talking GR PVP, wouldn't it make more sense to look at a mixed team instead of just pure villain ATs? GR will have side-switching so you will be able to have any AT on a "villain" team, no? -
I'm one of those folks who likes to have SS plus a Celerity +Stealth IO. One slotting technique not covered so far is to put the IO in Sprint instead of SS. That does a couple of things for you: it allows you to be able to see your costume most of the time (I get annoyed by the persistent 2 minutes of the see-through effect when I toggle off SS), and it allows you to use your slot in SS for either +speed or -End. With this combo slotting you just need to remember to toggle on Sprint when you want full PVE invis; if you don't want to run both Sprint and SS, you can just toggle on Sprint momentarily once every two minutes.
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Quote:There is also a Day Job accolade called the Rune of Purification. It is identical in effect and abilities to the Rune of Warding. You get it by getting the Archeologist badge (Midnighter/Mortician).
Well that's just too cool. I'm going to have to start working on that one (sigh: takes so long to get 2 day jobs). I just love how flashy that power is. Honestly I'd love for them to make a mystical blast set using effects like that, and have creepy 'hit' f/x like Ghost Widow's patron hold power.
I also want to get it becase I love the idea that a power called "Rune of Purification" can destroy your enemies.... "I'm going to purify you with extreme prejudice, sucka!" -
Quote:I think if you never got the power, you get the full strength version from Ouroboros flashback. If you did previously get it, then you can get a toned-down version.Croatoa has a few as well, like the awesome looking Rune of Warding, Iron Blade and Bow.
Though I think you can get those temp powers, or a toned down version at least, from Flashback missions.
And I agree the Rune of Warding is awesome. It's the only temp power I got that I used repeatedly just because of how cool it looked! But overall I don't really care for Croatoa. The Tuatha hit hard, and I don't like all the hunt missions. -
Quote:A couple of PVPers were chatting in Freedom Warburg a little while ago as I was getting my Chem nuke, and one mentioned in passing that the last PVP IO he got sold for a billion. Definitely food for thought. The problem is that given the way the rarity of drops and the fact that the OP will be starting a new character, many hours could be spent in a PVP zone with no reward. Probably a strategy not worth the risk if he's in a contest with a buddy.Is the big money still zone PVP? I don't keep track of these things.
EDIT: And yes, Fire/Kin matures quite late. If you want a character that can earn inf right away, consider a Spines/WP scrapper. Pretty strong early, doesn't need a huge investment to be good. -
Quote:TL;DRfor high volume stuff the 'wait' can be so ridiculously short it barely qualifies for the name.
I was buying an uncommon the other day for a recipe, they were going for 200k+. I bid 50k and went shopping for the commons I needed. By the time I'd picked those up at BUY IT NAO prices I had my uncommon.
Many many times I've put in bids and gone to craft something, or gotten in a discussion with a pal, and when I come back they've filled.
For recipes the timeline is longer, but for salvage even a TINY bit of patience can go a long, long way. -
That's my understanding too. It's a shame, though. I'd love a more nuanced policy that said something along the lines of "If 2 accounts have the same bill-to information for at least 12 months, you can transfer characters between them." That wouldn't work for time cards, I suppose, but I bet most players use credit cards.
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Might want to post this in the Technical Issues & Bugs forum. There are a bunch of players there who are experts on all aspects of system building.
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I'm not really against this idea so much as puzzled by it. It'd be difficult to see. If they were going to go to the trouble of adding new logo data to the character models, I'd rather see logos on capes or armbands.