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They might've seen a Mind Dom putting Heroes to sleep, perhaps. There's no way to hold them very long.
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Quote:I haven't tried this but my assumption is that Nemesis LTs and their stacking Vengeance would be kryptonite to my Shield Defense Brute, right?If you can handle Nemesis,
TV: Liberate Television (Nemesis)
Black Scorpion: Investigate Nemesis Army in the Shadow Shard. (Nemesis) It's the second last mission in BS's 3rd arc. Both the top and bottom part of the platform are packed with mobs, at least 12 mobs with about 10 guys per mob. (I love farming this on my stone/wp brute) -
Quote:They either should increase the drop rate or make recipes purchasable by using PvP Rep points. Then there'd be a literal payoff for getting high rep. Yes, I'm aware that rep can be farmed, but since it can't be farmed in Arena, hopefully it wouldn't be a big problem. And whatever problem was there would be offset by the substantial benefit of adding a real inducement for PvPers.They completely borked pvp recipes anyway. I get like 1 a week if im Lucky and that's probably at least 400 kills. Everyone in zones complains about this same stuff and it's ridiculus the drop rate. Hell when the drop rates where good at the start the top recipes were selling for 600 Mill, is it just me or isn't that rare enough why make them even more so.
Arena, Zone it doesn't matter these things are hardly dropping anywhere. -
Sounds painful. If you insist on doing this, eat lots of fiber, drink plenty of liquids.
Quote:I so far got a build worked with really good regen, recovery, all defense at 40% + and stealth capped (I want to play him kinda like a stalker).
I would like some feedback if any. Thank you!
I think as SR it's far more important to go from your stated 40% to 45% defense. Those last few points eliminate a lot of incoming damage and make a gigantic difference in your survivability. -
As logical as that is, players wouldn't pick a travel power that didn't include a way to precisely change course. I assume that's the reason you can change direction in midair with Super Jump even though you simply shouldn't be able to.
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Quote:The RV cruise control story seems to be a complete fabrication. And while I can conceive of a customer possibly buying the retail box and then demanding a refund for false claims about AE, the thought that someone would start a lawsuit is laughable. Think about how much a lawsuit costs, versus the damages you could collect. At most a court would order the refund of the cost of the box plus sub fees, plus court costs. You'd have to be both independently wealthy and a little nuts to proceed with that lawsuit. It's not like you could even get enough fellow disgruntled AE'ers to make it a class action either.The retail box says it's an alternate leveling path from 1 to 50. If they removed xp now, they would have to recall every single box on store shelves that says that, or risk a false advertising lawsuit.
Yes, someone out there WOULD sue over something that ridiculous. There was a lady who sued an RV company because she set her cruise control on the highway and got up to make a sandwich. Predictably enough, the RV went off the road and flipped over. The sad part is the lady WON the lawsuit and got over a million dollars and a new RV.
So, they can't feasibly remove xp from AE now without dealing with a similar headache. Can you imagine NCSoft having to go to court and fight a lawsuit because someone is claiming "pain and anguish" because their fictional character can't get xp in a video game? As stupid as it sounds, someone would sue over it.
EDIT: the reason I note "independently wealthy" is that lawyers like to get paid. If they think you have a good chance to win a hefty award, they'll take a case on a contingency basis. But for something like this, you'd have to pay their fees in cash up front because any lawyer would realize it was a frivolous lawsuit. -
Spitting, you set up your case well. I agree that any user-generated content system lives or dies by the quality of its ranking system. But I'm not sure I'm understanding the entirety of your proposal. Is the limit of your suggestion to just add aging? I agree that would be a very important improvement.
If aging was incorporated, I assume it would apply to date of arc publication, not just ratings? If so, you'd want to think through how the system could be gamed by an author constantly doing small tweaks.
I'd also be up for experimenting with novel ways of arc promotion. Set aside some real estate on the side of the search screen for a Google Ads-style purchased promotion space. Let people bid inf to have links to their arcs appear there. Just as with Google, it'd be obvious that the sponsored links were paid for. Currently the only way for an author to promote an arc is in the forums, which most players don't read. You'd probably have to limit it to one ad per global account, to prevent someone like Fulmens from owning all the ad links forever.He'd do it just because it's a new inf sink!
EDIT: it might come across that I'm joking about the benefits of selling ad space. Most of us recoil from that idea, because we associate ads with spam. But when I think of a new author who really cares deeply about an arc he's written and has no way to promote it, no way to get it to stand out from the crap that is cluttering the system..... that would be deeply frustrating. It just seems like allowing people a a way to wave a virtual flag and say "Look over here! Try mine!" is a nice option to offer, as long as it's clearly marked (search engines have proven that people get mad at search results that invisibly add purchased results to the top of the list, hence the need for purchased ads to be clearly marked). For people deeply offended by this, the AE could offer an option (off by default) to disable showing ad links. -
That's a neat idea, acting as a market maker. They'd likely be happy with any sale at all, but of course if Westley really wants to blow their minds he could bid a touch over vendor price.
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I vaguely recall a post made by Smurphy or TopDoc in which they ran a farm repeatedly and measured the results. The conclusion was that purple drops, as rare as they were, basically were the biggest factor in inf/minute when farming.
I wasn't able to find that post. Can anyone point me to it, if it hasn't been purged? -
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I'm not seeing how it has to be grindy. I'm not advocating that every TF and arc would have this option. The idea (at least as I envision it) would be that certain badges would have this enabled, and potentially you could get all the options in one go. For example, beat the TF in "gold" time with enemies buffed and you'd get the 3 time badges and the enemies buffed badge.
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If you're going to do a brute, you might want to PM Werner. IIRC he has created some highly optimized big-budget AV killers.
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I just made a suggestion about a change to the badge system. Those of you who've been following this thread may want to check it out. While I'm not a dedicated badger by any means, as I followed this thread I was powerfully reminded that there's a segment of players that really get into it. This new world of reduced badge requirements is good for folks like me who mainly want to get accolades in a reasonable amount of time, but if you really enjoyed dedicating yourself to the minigame of getting badges, it must seem like they're hollowing out the game.
Adding badges like the "Master of" ones are a great idea, but the problem is that a badger can get those very quickly, then it's a long wait for the next release, hoping for more badges. But if those new badges are very modest "kill 20" of something, again that gets done super fast.
So my suggestion is to extend the Ouroboros method of awarding challenge badges to normal content in a way that wouldn't be labor intensive for the devs after the initial coding was done and could be used to award several variant badges for any TF or arc.
Y'all might think it's a terrible idea of course, but I was trying to think of a system that would give you something to work towards that wouldn't be over the day after a new release, yet wasn't simply reverting to the old "massive numbers" style of badges.
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Quote:"Whew, finally" is my personal reaction too. I actually lobbied Synapse for these changes.I don't personally believe this to be the case for the most part - having gone through this in the past (the old Zookeeper badge,) for instance, the reaction was generally one of great relief. Nor do I tend to hear much complaining about not "having to" farm healing/damage/etc. (or as much.) Again, the general consensus appears more to be one of "Whew, finally."
Quote:. Therefore, any complaint of "devaluing" badges by lowering the requirements to more realistic ones comes off, to me, as rather hypocritical from that segment.
Quote:Why do badge counts need to go up at all? You get nothing for badge counts (but, in some instances, another badge,) and that's fine with me.
Synapse or Posi, I don't recall which, already posted around the time of the AE badge genocide that they wanted to move badging away from all the pure count stuff to the style of badges you see in Ouroboros. And I like that; if the game is going to continue to offer badges, I'd rather they were for real game play challenges as opposed to "kill 500 of this critter." But the problem is that the current badge tech really isn't very amenable to this new style of award. My suggestion would give a whole lot of new carrots for badgers to chase after, and after the initial investment of new code and some art assets, it'd be easy for the devs to add more moving forward.
And players that didn't care about badges could just ignore the whole thing as they've always done. -
Some long time badge collectors are bummed about the changes in i16 because they feel (with justification) that the new lowered badge requirements devalue their past accomplishments.
I like moving away from "kill 500 of X" type of badges. They're a test of nothing but one's patience. The devs have stated that Ouro-style "challenge" badges are what they'd like to offer more of moving forward, and i16 will feature two new "Master of" badges.
But the problem with the "Master of" approach is that it's an entirely separate badge and thus it's not very extensible to additional challenges because you'd have to create a new badge for each accomplishment.
For example, let's say they want to create 3 badges for a TF for beating 3 levels of time challenge, another badge for not using insps, yet another for picking "buffed enemies" and another for "team is debuffed", etc. It gets to be too much.
What'd be nice is a standardized way of decorating a badge for various challenges and have the challenge decoration show up under a given badge. Each challenge would increase your badge count by one but the devs wouldn't have to come up with brand new names and artwork for every single challenge.
So let's say you get the badge for TF X. You'd see that name/badge in your badge list. Then you do the TF again with enemies buffed. You'd see a standard little glyph for buffed enemies appear under the TF badge and your badge count would go up by 1. -
Perhaps in i16 players who agree with Vanden will be able to tone it down enough to satisfy him. Personally I like the f/x a lot, so I don't think a BaBs-level adjustment is warranted.
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One important thing to keep in mind in this type of discussion is that Castle doesn't balance powers against other comparable powers. He balances entire powersets. He intentionally allows outliers to give flavor to a set but tries to make sure that all in all there is rough parity. So often (not always, but often) this type of discussion ends with Castle saying in effect "well, I could certainly improve power X as you're asking me too, but then I'd have to weaken powers Y and Z. You cool with that?"
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I like the image of an ascetic approach to CoH. I get this image of a monk sitting in his cell waiting for Vespers, soloing his petless Mastermind.
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Quote:"Boughten"? You are embiggening my vocabulary.You can fully equip a level 50 with boughten SOs for less than 10 million inf.
Quote:The standard response to unaffordable salvage and recipe prices that the marketeers will give you is "bid what you can afford and maybe it will be filled in a month." Just like folks in the Soviet Union used to queue up in the expectation that shoes might be delivered to the shop, and some of them might actually fit.
Quote:As noted above, inf is something that some folks are willing to give away a billion of for kicks. I haven't seen anyone doing that with purple set IOs, at least not intentionally.
I think you were trying to make the point that it's better to invest in goods or currency that won't be devalued via inflation if there is a more stable alternative. That makes sense. Using the example of purples, however, was ill advised. Some folks in this forum that have a better track record than you do have predicted the price of purples to drop in i16 and have sold their holdings. -
Quote:This is an Internet discussion forum--mild disagreement comes in the form of comparing you unfavorably to Hitler. Stronger disagreement is in the form of suggesting you'd be a more productive member of society if you were turned into Soylent Green.I think it should be possible to talk about a reduction in xp that an enemy type gives in a superhero computer game without getting grouchy or aggressive towards each other - it not really that important
And by the way, to get back on topic, I do agree a Freakshow XP nerf was long, long overdue. I also believe that the XP may have been reduced too much. Although I was mulling it last night.... I believe XP for most Nemesis is .9; at high levels, Nemesis with all their AoE are more dangerous than Freakshow. In that light I could see Freaks being .8. That really makes me wonder about Council/5th though. Still and all, leveling is so much faster in this game compared to a few years ago, the Freak XP reduction really doesn't amount to much at the end of the day.