Seldom

Shady Shyster
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  1. Quote:
    Originally Posted by Vitality View Post
    I understand that...my point is that the "reasons" make no sense given the suggestion to add this proliferation to the GR expansion.
    But what about the reasons that have been stated is nonsensical? It's been brought up many times over why the devs seem to want you to proliferate through their new content. The response to which seems to be 'that makes no sense,' 'it's bad to make players play the new stuff,' and 'that's a bad idea.' This without explanation of why it is nonsense, why it's bad to have players play the new content, or what about the current stand is a bad design decision.

    You have your story, but the developers have their own, and their own concerns. The arguments you have stated haven't dealt much with these. Hence the positions put forth by others of why you may end up going through the new game, should you want a shiny hero brute.
  2. Sir, many people have explained with multiple reasons why the developers have made the decision they seem to have made. The post you quote restates you position while not dealing with the reasons others have brought up why things have taken the course they have. If you won't see things from another point of view, what is the point of starting a discussion on the topic?
  3. Quote:
    Originally Posted by Eiko-chan View Post
    Customers don't want to see your new stuff? Fine, let them linger in the old crap, if that's what they want. Customers not seeing your new stuff isn't going to hurt your business, because it's not like you're trying to take the old stuff away.
    Every argument against this idea is based on a nonsensical stance of "people have to see the new stuff, end of story". That's not sound business, nor a reasonable stance to hold on any issue, business or no.
    You tie the idea to buying the expansion and all arguments against the idea vanish immediately. There is no reason not to do this.
    I'd have to disagree. Why is it nonsense? Why is it bad business? Why is it unreasonable?

    Development time has to be justified. Why? It's money spent. And in this case, it's an expansion that will bring even more profit. Channeling people to it doesn't just show that wages were put to a place that consumers have made use of, it brings in profit, and making sure the content is used 'justifies' the upgrade price.

    The developers will never go so far as to force the player into the new stuff. But they will give a firm nudge towards it. Hence why on logging in for new stuff like inventions, the architect and events there are big messages directing players towards it.

    The devs aren't zoning people into Praetoria. They aren't making it so you can't do other content or start where you used to...they're just making sure that the bright an shiny stuff happens in bright and shiny land, not dusty land.

    ....And don't forget, the lore side of things. The new world justifies why people can do new things they haven't done until now.
  4. The more the OP posts, the more it's obvious why the devs are making people go through the new content. The Idea that there are players that are averse to exploring areas outside of Paragon makes it more necessary to make content outside of Paragon mandatory. If you don't, they won't touch it. And if they won't touch it, you've spent the time on it in vain, as far as that customer is concerned.
  5. Quote:
    Originally Posted by Vitality View Post
    What about this example:

    My own personal example of why I am suggesting this...
    I want a hero Brute.
    I don't want to be a villain first...I want to be a hero from the start.
    I don't want to be from another dimension called Praetoria...I want to be from earth.
    I want to start out as a hero Brute from earth.
    The way GR is set up...I would never be able to do that.
    But the devs still want you to leave Paragon to play in the new place they made. You want to be a 'pure hero' brute. So be a primal earth brute that travels to Praetoria (just as your heroes do) to help fight evil there for a time. Perhaps he loses some powers, perhaps he was a new hero when he comes through, but he must become more powerful as he helps there. He then comes back home.

    You want to circumvent Going Rogue. The devs do not have much of a good reason to let you do that, unfortunately.

    *edit*

    Quote:
    Let the people who actually want to follow the GR story line play the GR story. Don't force people to play through missions they don't care about just to get a certain AT over to the otherside.
    If you aren't into mission dialogues, why should factions play such a big role for you? If you ignore dialogue, you could be a heroic brute right now, pounding villains in the rogue isles. The gameplay of most of the game is still you (as a character) fighting a bunch of villains. The redside just has a few missions interspersed that happen to pit you against heroes...but these aren't all that common. (And the heroes are often the grayish, law breaking kind like Longbow.)
  6. Hey, I'm just looking at this from a practical end. When the game is stagnant, players drop off. So the developers must do their best to keep the game from being stagnant. As such, they add stuff. But they can't possibly add enough stuff for everywhere, so they have to choose where to put the new stuff. When they do, it's in their best interests to move as many players to the designated 'new and shiny' portions of the game. When they are immersed in the 'new shiny,' players forget about the stagnant outside.

    With Going Rogue, you know what the new and shiny stuff is. You may wish to avoid it, but the devs will do their best (without being too heavy handed) to corral you and other players into the 'new and shiny' area. Once the new shiny loses its luster, They can open up same old outbreak to your brute for a new and shiny experience of bashing heads with fury there. But that's later. Right now, you are being steered into what is new and shiny now.
  7. Quote:
    Originally Posted by Vitality View Post
    Good point about the finances.

    Here's my counterpoint...make the proliferation come with GR.

    So when you purchase the GR expansion you get...all the new content that comes with GR plus the proliferated ATs.

    Therefore, they lose no money.

    But now that you've made the largest part of Going Rogue's content optional, the peeps that are stuck on one faction and won't go elsewhere are paying 30-40 bucks for nothing but archetypes. They play through the same old stuff in new ways, but they are still playing through the old arcs, not the new ones. This risks people crying out for content, or complaining about the lack of it in their area. If the devs make certain most of those using going rogue have to go through new stuff, the new stuff is used by more people, and fewer players are outside ignoring it. When Going Rogue goes live, can you get it and still ignore its new stuff? Yes, but the way they've made it makes this is highly unlikely. And you know what? I bet this is on purpose.
  8. I'm thinking the lack of villain AT's blueside and hero AT's redside from the start might come down to this:

    The upgrade seems to be centered around praetoria and the side-swapping content, wherever that may lie.

    Players wanting to change side are focused through this new content. New characters hoping to play opposite sides are channeled through Praetorian content. People who want to stay with their factions, however, can go through the same content that's been around for some time, passing up the new content. Since the developers are spending so much time on the new stuff, I'm pretty sure they want to make sure as many characters use it as possible. Otherwise, their new stuff loses its pull. The more optional it is, the fewer people that will choose the option. If you are one of those people who positively won't try things outside of Paragon, but you've always wanted to try the other half of the archetypes, why would you use the new stuff if you can roll up a villain archetype in outbreak? If you could, the new stuff loses value as it loses necessity. Will they eventually? Maybe, but not until they make some profit on Going Rogue.
  9. Put me in for the archery/energy camp as well. Archery is has some of the best overall range of any set, and has no powers that you need to really close in for. Boost range makes this even better.

    The fact that it also has a crashless 'nuke' that can be shot off from 143 feet after boost range is gravy. (Snipe attacks are a 150 ft range.) Oh, speaking of snipes...do you like pulling with them? Or just sniping in general? Because you can get 239 feet on that, and that's before you throw any extra range in. With extra range, I can pop off enemies at the edge of visibility.

    Good times...

    *edit*...snipes with fully enhanced range and boost range up can get around 320 feet for their range. Which is a ways.
  10. Quote:
    Originally Posted by Supernumiphone View Post
    I haven't looked but I'm sure I have a few 33s if you're still looking.
    Ah...I may take you up on that. I haven't been able to coordinate with the gentleman earlier. I'll PM you about the details, etc. It would be nice to complete this before transfers cost moolah.
  11. Quote:
    Originally Posted by Rajani Isa View Post
    So? Just becuase an animal or insect has venom, whatever kind, doesn't mean that it WILL bite.
    Ummmm...that was my point. The spider in the video wasn't dangerous.

    Quote:
    Originally Posted by Shadow Ravenwolf View Post
    I usually hate spiders. However, in the past, we've had several Wolf Spiders that have gotten in to the house and become pets of mine. I had one wolf spider I named Harley. For the short duration of her existence, she would sit on my shoulder or crawl my arm. Never once did any of them bite me.

    My rules for spiders in my world are simple. If you peacefully coexist with me, we get along great. If you show the slightest sign of aggression, you forfeit your life. So far, everyone's happy...except a few smears on the wall...
    A family friend had a wolf spider pet of sorts...it had a corner in the laundry room window where it sat peacefully. She's give it flies when she could...the thing became pretty comfortable with her, it was kind of cute. It would actually crawl into her hand. The thing got pretty big, too, so it must have been older. It was about 2" wide, legspan of course.

  12. Geeze...it's freezing all of a sudden and...*sniff* WHOA...that's awful....Fred? stop laughing man, that Augh...it was you. Nobody else stinks up the place AND freezes it. Sure, laugh it up, Nick...freaking scorchers never felt cold in your life.

    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.
  13. Quote:
    Originally Posted by Rajani Isa View Post
    Don't Wolf spiders have a rotting venom kinda like brown recluses?
    Wasn't the dude holding the spider without being bitten?
  14. Quote:
    Originally Posted by Antigonus View Post
    Actually, I would say this is the rational part.
    The spider obviously was not a threat, so killing the spider would motivated by fear, and be irrational. There's no reason to kill something that can't hurt you, and might actually help you by getting rid of pests.

    Oh, and spiders can definitely be cute.


  15. Quote:
    Originally Posted by GavinRuneblade View Post
    Check your private messages, I have a 32 available.
    Reply sent.
  16. Yeah...those I saw. It's the earlier ones that are tricky. (I like keeping the bonuses when exemplared, so I aim lower) Thanks, though.
  17. Hello.

    I'm trying to finish up my dominator, but one specific component is missing: a "Glimpse of the Abyss" Acc/Fear/Rech in the 30-40 range. (30-35 is most preferable)

    Would someone happen to see one of these? The last sale for some of these goes back to November last year.

    If someone has something, please let me know @chicagodoodler. I can reward you modestly for it.

    *edit* I also have a few handy crafted IO's about, so a trade might be doable as well.
  18. I have a /da stalker, and the toggles are a headache solo. I'm pretty sure the availability of fear/stun constantly to nearby enemies is a balance point of dark armor...having my main brute a /DA brute made me aware of how strong they are.

    They simply stand in complete conflict with the stalker inherent. You cannot use assassin strike with the on, and using hide is a trick as well.

    A few suggestions I'd posted before:

    Suppress while hidden (A developer said this is not possible, because as long as the power is on, critters will aggro)

    Have the power toggle two powers: hidden and revealed. When the 'Hidden' status comes up, the true cloak of fear/oppressive gloom are turned off, and a simple aura power replaces them. These powers are hidden, and carry the endurance cost of a max-end reduced aura, but cannot be slotted or seen. When the player is revealed, the powers activate the real control auras and deactivate.

    Have the powers gain a reduced recharge rate, and make the activation animation interruptible, so that it does not root/keep you from reacting. (If not removing the animation altogether.)

    Replace the powers with longer lasting click status powers.
    (A PbAoE fear/stun click, of the same radius.)
  19. Quote:
    Originally Posted by Lucky666 View Post
    The same could be said about controllers and containment and how they rely heavly on control to survive, buffs and debuffs to a smaller degree. Have you ever played Illusion control to a high level? It doesn't sound like you know how the powers actually work.
    My level 50 Ill/emp says you made some bad assumptions. The trick is this: Illusion/support can use illusion's misdirective abilities to the most part, then use support to soften/deflect/recover from damage that gets through. The survivability support sets offers is not to be overlooked. Assault sets can kill enemies quite well, but don't offer the same help to illusion. Illusion is all about getting enemies to attack something else, while making oneself less of a target. (See two invisibility powers) assault sets take the direct approach, which reveals/refocuses aggro to the dominator. This is problematic to a dominator with a ST confuse, a ST hold, and a long-recharging PbAoE hold, since they can't rely on decoys 24/7 and the terror can't be targeted, and they can't help their phantasm stay alive as well.
  20. Quote:
    Originally Posted by Lucky666 View Post
    Just give doms illusion control and call it a day.
    Six out of 9 illusion powers would not benefit from domination. Three have no control component at all. For an archetype that stays alive only by virtue of its control, this is a problem. If dominators get illusion, it will have to be a heavily changed version- so much so that it'll be pretty much a new set. Due to the presence of many electric controls in various sets/NPC powers, alongside the /electric assault set, I'd say electric is waaay ahead of illusion.
  21. *Reads architect changes*

    *Does happy Seldom jig*

    The other changes are cool too. Hm.
    Auction changes...
    *wonders if they will 'tweak' the nonexistent/no longer existant item bids*
  22. To Lisar: yup, the masterminds needed some love. Moreover, it was masterminds' primary that was most limited, currently limited to only 5.

    And to die hard blue folks, don't worry, remember this is happening around the time you can make goody two-shoes masterminds.
  23. Quote:
    Originally Posted by SteelKing View Post
    It isn't. Psionic damage is so rare that building a character to counter it is pointless. Just bring some purple inspirations with you in case you expect psionic opponents.
    Sorry, but psychic damage, despite it's common description as being 'rare,' is a common damage type. Rikti, lost, carnies, and arachnos all use it regularly. On the plus side, they are used by specific enemies within those groups. For those vulnerable like invulnerability, the better way of dealing with these targets is to simply take them out first, and use whatever soft controls you have. (Knockback/knockdown, stuns, etc.)
  24. Only masterminds. Demon summoning is not a control or support set. Only masterminds have access to summoning/minion based powersets.
  25. Quote:
    Originally Posted by Prof_Backfire View Post
    Basically, softcap your positional defense and you're good against 95% of attacks in the game.
    Yeah. But for things that get a leg up on typed rather than positional defenses, or are strong to all but certain types, it's still a valid question.