SilverAgeFan

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  1. Quote:
    Originally Posted by Selenir View Post
    Try to stick to facts instead of absolute untruths, okay?
    I stuck to facts. But the facts are that it takes only about 3 years of simply continuously subscribing to the game to go from Tier 1 to Tier 8 with the new system. Was trying to provide some perspective. Sorry if that is not to your liking.

    And yeah, three years can be a long time. It can go by in the blink of an eye. Didn't expect to be here 7 years later myself.
  2. Quote:
    Originally Posted by Techbot Alpha View Post
    Let's just say my opinion of this can be summed up with two words or one picture;

    Not to tell you what to think on this one, but this seems like a bit of an overreaction. Consider that any account will earn 39 tokens in just three years of VIP subscription with zero additional purchases. This means that a BRAND SPANKING NEW ACCOUNT made today would be well into tier 8. With the former vet program, what did 3 years get you? And again, you can buy in for additional points. So if that very same new account decided to buy the equivalent of our booster packs, purchasing say $30 worth of additional points each year, they'd end their 3 year stretch with another 7 tokens total (including the bonus for first $$ purchase at the Paragon Store.) That's 46 tokens through what we've been doing normally. Giving a new account access to all the premium loyalty rewards. These rewards are going to unlock faster for folks than I think some people realize.
  3. Nope. Staying at my existing homes with hopes that old global mates will light back up again. I'd rather play with old friends than start all over. And yeah, transfers are possible but SG status is important to me: join dates, prestige, etc. Plus one of the bases is quite nice at this point.
  4. Quote:
    Originally Posted by Selenir View Post
    Where is this guide?
    Snow Globes Full Guide to Paragon Points and stuff May be others out there.

    First question: how many vet rewards do you have currently? If you've been playing for 2 years straight, you should have 8. You'll also have earned 2 free character slots as part of the old vet program. All this translates to 10 starter tokens in the new system.

    Plus you get 1 token for your original purchase of the game. But only 1, even if you bought CoV as a box after buying CoH. So you've got at LEAST 11 tokens coming your way to start.

    And now, each month of VIP status from AT LEAST this day forward (maybe July 1 forward when they started also giving us Paragon Points) also nets you 1 additional token.

    You also get 1 token for each $$ increments of points bought from the Paragon Store. (Monthly allowances of 400-550 points from being VIP do not count towards this amount.) I think it's somewhere around every 1200 points purchased (probably not including bonus overages for bulk buys). Basically every $15 you spend = 1 additional token. You do NOT need to spend your points to get the tokens towards the new rewards (Vet) program. And lastly, I think they are giving out a bonus token upon your first purchase of ANY points.

    Based upon my assumption that you have at least 11 tokens to start (you may have more if you have more vet rewards than that and may have more from billing cycles since July 1), you will be somewhere just below entering Tier 5 at a minimum on day 1. If you were to spend just $30 in the Paragon Store and stay subscribed through the end of the calendar year, you'll be a token or two away from entering Tier 6 of the program. So no, you won't get access to the Tier 9 vet costumes, but you'll also be unlocking oodles of other neat prior vet rewards, including costume pieces, that you would otherwise be waiting years to get still. I think Samurai armor may be one of those. And though it is no celestial armor, it is one of the better and more complete vet sets in the old system.

    Edit: To be clear, if I can, Snow Globe's guide is focused on how the tiers will affect premium players (those that play for pay but then later unsubscribe). So it does not list all the other goodies like costume bits, respecs and vet powers. But all the rewards that were once a part of the former Veteran Rewards program are now being folded into this new program. So you have oodles of presents to open in a couple hours.
  5. If you have two years of play time, you're definitely above tier two.

    I know we've all been accruing points since July with our regular billing cycles. I'm not sure if we were also getting tokens as well with that.

    Plus there is a guide out there if you'd like to just buy your way up the veteran rewards table. It depends upon you expendable income, but I know I'm planning on spending a bunch later today just for conveniences like extra storage of all sorts, additional costume slots and additional character slots. Plus IIRC, in Beta a few weeks ago, bonus points were offered for bulk purchases with 20% bonus points for every $100 bulk purchase. That will net you a number of additional tokens.

    Probably not the solution you wanted to hear. But... at least this is unlike the prior vet and loyalty rewards system where there was no way to feasibly "buy back" time unsubbed.
  6. Existing skulk animation + faster movement time = speed skating.




    Want me some roller skates.
  7. It was a pleasure. And you did most the work! And thanks to everyone that donated to the official final galaxy city costume contest. That was a HUGE purse with 1 billion inf for first place. Congrats to the winners. And sorry dinner took me away from the GC monster mash portion of the event.
  8. Triumph is currently hosting a Farewell to Galaxy event. We're in the Emerald section of the Galaxy City Arena. Think it runs till about 8pm EST. Rumor is there might be titles and if we're lucky a GM or two.

    Not organizing. But am attending.
  9. Definitely going to have some good time to play tomorrow. Will keep this in mind and try and work out of Galaxy whenever possible. If anything structured and timed gets organized, PvP tourneys, screenshots, giant monsters or even titles, post a time here and I'll do what I can to show up for it!
  10. Quote:
    Originally Posted by Thirty-Seven View Post
    I don't know that a video game forum is the correct place for this.
    This. Nothing more.
  11. On a safeguard mission last night got to thinking:

    Any way we could get a trail aura equivalent of the $$$ particle effect that surrounds the fleeing bank robbers? Seems like it'd be a funny aura for characters. Especially when set to movement only.
  12. Quote:
    Originally Posted by Von Krieger View Post
    Also I put the date as September 8, when it's the 7th. Oops.
    Was gonna say... you're fast with the transcriptions but not time-reversingly fast!
  13. Wow. Was this updated that long ago? Guess I've just been good at avoiding legacy content in this level bracket.
  14. Anyone know when the Will Of The Earth (25-29) blueside story arc got its most recent revamp? Been running some "completionist brackets" (doing all content, including legacy one offs) and just completed this revamped arc. It actually plays quite well now, offering a few surprising challenges via newer game mechanics.

    *potential spoilers belwo*

    It doesn't use any of GR's more sophisticated compound mission mechanics or instance map talk to contacts. But it does have a new custom ally, destructable objects that seem to start spawning baddies when they reach 50% (as if they turn into a Rikti or CoT portal) and then spawn more after that at regular intervals, and the mission chapters are clearly defined and titled blue.

    I had played this once through a few years back after they added the completely non functional (but highly lucrative in terms of influence, prestige and xp) "spawning chamber" eggs on three legs. But that new destructable object model was the only prior revamp to the arc I had been aware of.

    Regardless, thanks for going back at some point devs and polishing this one a little bit. If there is ever time in a development cycle, would LOVE to see a similar refreshing of the Terra Conspiracy arc (35-39 IIRC). Have always like that story most of all the DE legacy arcs though it plays terribly. Meanwhile, the Will Of The Earth story never really stood out to me. This little revamp has made it much more enjoyable and memorable. The revised mission mechanics really play well into the arc's narrative now.

    Edit: Also, any defeat alls in the arc seem to have been migrated to much smaller more forgiving maps. And even the devouring at this level never seem to spawn swarms anymore. These two changes really alleviate the tedium that used to be inherent in all legacy DE content. Again, great job devs! *thumbs up*
  15. You know, I was actually thinking about this earlier today when checking in on the uStream and reading a couple comments in another thread where another subscriber was asking for $$$ reimbursement or extension of their monthly sub schedule to cover the server outages. Utilities do this, including phone and television.

    So that got me wondering if a gifting of points wouldn't be adequate compensation for the subscriber base in cases of extraordinary outages. Doing the math (and not counting any bulk discounts for subscriptions or point purchases), at $15 a month, we each spend roughly $.50 to have access on any given day. And Paragon Points have a purchase rate of roughly 800 per $10. In that case, 40 points/day of outage would be pretty close to a 1:1 reimbursement. Considering that in this 24 hour period, the extended maintenance was announced in advance and shouldn't be counted, the EST afternoon outage lasted about 3-4 hours with Freedom being down well into the night. So being generous, say 8 hours? Given the 1:1 reimbursement, then 13 or so points for all players with characters on Freedom and 6 or 7 Paragon Points to everyone else.

    Of course, Paragon Studios could in such future cases, decide to be generous and give out a nice round number, especially considering that this outage happened during prime play time for many EU players. So in conclusion:

    Hows about 20 Paragon Points for all active subscribers (worth roughly $.25 USD) and we call it even? And before you sneer at 20 points, remember that gets you half way towards purchasing one of those party pack emotes!
  16. Quote:
    Originally Posted by Electric-Knight View Post
    Again, my first reply wasn't intended to be any shoot down of your post or anything. I was just honestly surprised that people still feel it is that bad.
    All our mileages do vary though... And maybe I've been a bit lucky with it lately!
    I similarly have probably been unlucky as of late. But even when I'm not "unlucky" getting a hostage hitching for a long stretch of time, it just struck me the other night as I turned off sprint in yet another mission and played 2d map down CoH: This is simply one aspect of the game that I really don't enjoy whatsoever. It feels like too much micromanagement with no tools.

    Maybe my luck will turn for the better soon. But with all the other improvements being made to the game, would be nice if this particular annoyance were alleviated as well. Which I guess is the point of my OP. This is not necessarily game breaking. But it is one of those moments where the games age really becomes glaringly obvious.
  17. The game is undergoing some drastic changes in effort to keep it up to date, competitive and fun. I think this is great.

    New starting experience. Character creation 2.0. Freedom. Graphic revamps of legacy zones and legacy factions. New mission tech permitting more complex story telling than old tech (even CoV) that required multiple missions instead of narrative segments within single missions. Streamlined travel requirements for arcs and TFs, etc.

    But amongst all these changes, there is still one thing that can frustrate me to the point of logging off: leading hostages out of maps. IMO, the NPC pathing AI is as abysmal and problematic as the day it was introduced. I find when I need to lead an NPC somewhere on a map, I pretty much need to play with my map open. I focus more on those stupid green triangles and the NPC chat window to make sure the leash hasn't broken because I went 10 feet too far while the NPC gets hung up on something stupid like a railing next to the stairs they need to run down than I do focusing on the game world via the main graphics.

    I realize pathing AI can be pretty arcane stuff. And that we are dealing with map geometry that has tons of little hitches and no invisible bounding boxes that make the maps more fluid to navigate (Orenbega, I'm looking at you! ). I also realize that when NPCs like this were first introduced it was too easy to just speed to the exit and the leash would never be broken, allowing players to effectively "cheat" any challenges the dynamic was meant to introduce. All that being said, though NPC pathing is probably not the most glamorous element for the tech devs to spend time revamping, I really feel the frustratingly poor quality of this particular game mechanic could affect player retention with all those new Freedom and Premium players who will hopefully be joining us some time this month or next. And I hope somewhere in the cards, AI pathing will get another pass to hopefully make it a little more user friendly. Personally, I've always wanted the option to carry NPCs (with a toggle like "walk") at the cost of not being able to attack while holding them.
  18. Quote:
    Originally Posted by Doctor_Gemini View Post
    This game, to me, is relaxation, so I do not want to deal with fast reaction time. As SlickRiptide said, if I want a game with reaction time I'll play a shooter. Those don't relax me, and I while they are fun when I'm in the mood, I can't play multi-hour marathon sessions like I can here.

    So, to me, CoH's current reaction time is almost perfect.
    This pretty much says it for me.
  19. Quote:
    Originally Posted by Kjell_NA View Post
    Has making alternative effect packs and selling them in the store been considered?

    Alternative animations are always popular to suggest. I, for one, would love it if Ice Armour didn't just have the Jack Frost look but could have a subtler frost effect or had something more exotic like ice plate armour (with one toggle giving you chest/shoulder armour, another a belt + boots and the third a helmet/faceplate thing). Icicle options like a circle of hovering blades would be nice, too. This kind of thing would take a bunch of effort and not everyone would care. Selling expanded customisation would be one way to make the effort put into it literally pay off.
    Very much would be into this. Would pay Paragon Points for variations of all sorts of applied shields: cold, FF, thermal, etc. Never been too pleased with the fx or geometry of cold and thermal shields in fact.

    Also would pay for total alternate fx pack for plant powers that included alternate geometries and fx that felt much less sinister: leafier, tintable flowers, butterflies flitting about, etc.
  20. I only unlock these on my XP off villains who do ALL the available content at each level range and with the help of the wiki. My problem with them is most of these unlocks are rather obtuse, counter intuitive and far too easy to outlevel in the course of normal play.

    So yeah, concept was pretty good. But the original execution overall as game feature that was more fun than frustrating gets a C- in my book.
  21. Quote:
    Originally Posted by Tunnel Rat View Post
    A tech version of the Victorian Decor aura does seem like a no-brainer. I can't promise a date or anything, but we're definitely looking into more variations for form-fitting/holographic auras.
    What about some dragon ink tattoos thrown into that holographic/form-fitting aura category as well? Threw the Victorian decor chest aura on a character with a jacket and just love watching it roll across the back, like some strange magic biker jacket. Makes me think the Tsoo inkmen if they get targeted for a revamp could use a combat-chest dragon ink aura to great effect.
  22. SilverAgeFan

    News from PAX

    Quote:
    Originally Posted by Johnny_Butane View Post
    I'm going to chime in with the others who've already said so and agree that one Astral every seven days is pathetic.
    Touch of devil's advocacy here:

    - These arcs are for VIP customers or premiums can buy 'em for Paragon Bucks, right?
    - We've already been told that each of these arcs will be available in perpetuity if you purchase it or remain a VIP subscriber
    - IF (and big IF) this reward table is every 7 days PER signature arc, it actually becomes a bit more reasonable. Similarly it encourages rotating through the content instead of turbo-farming one or two. i.e. 5 arcs are out, 5 astral merits a week.

    Again just playing devil's advocate while trying to get inside the logic of this rewards design.
  23. SilverAgeFan

    News from PAX

    Quote:
    Originally Posted by FloatingFatMan View Post
    Sooo.. Ummm...

    Can someone tell me why the female "barbarian" outfit just looks like a kinky santa suit?

    Seriously, devs... If you guys really want to know what your standard female barbarian look is meant to be like, just google "Red Sonja"...
    I for one like the fur lined bits. Been wanting some variety other than santa boots and gerrymandered magic bolero shoulders for some time for some of my characters. SO on that note I'm happy to see these teases.

    Also pleased about the male barbarian bits.

    The GOOD thing about Freedom though is that if there is a palpable enough demand from friends for them to say do the labor to recreate these parts for the female model (the more butch barbarian bits), then they can without needing a Barbarian 2 Booster Pack or some nonsense. Stuff can in general can be revisited more easily from a business standpoint. And to that point, I hope they do. Even if female model versions of what is shown as male barbarian bits are NOT available at first release of these sets, I hope they do come back and port them over for female characters as well.
  24. The pulse damage as is now was a real bummer the few times I've tried Keyes.

    The few times I *did* try the trial, it felt like pulling teeth getting a large enough league going because several people on Triumph were already swearing it off. After about a half dozen runs, though I was not in the "no no never again camp" I've definitely said to myself "meh, I've got better things to do" the few times I've seen a call for league mates on TW2.0 for the trial.
  25. Quote:
    Originally Posted by Beastyle View Post
    More often, you'll find that even villains who do atrocious things are (mis)guided by their desire to do something that they see as good. Among these you'll find those villains who are of the "ends justify the means" mentality, knowing they're doing wrong but hoping that the outcome will outweigh they things they'll do to reach it, or those who are so convinced in their ultimate goal that they don't view their actions as evil.

    When it comes to creating villains, I always find that the latter are easier to layer; you can give them a rough motivation and start building upon it: "Why are they working towards this goal?" "What were the precipitating factors that lead them to want to do this?" "How far are they willing to go?" "How do they view themselves?" "How do they view those who are trying to oppose them?" And so on. You could say that these types of villains naturally lend themselves to having more depth of character.
    Good articulation of these two different types of characters.

    Regarding the section quoted above, I too tend to start characters in a similar fashion. They get their gimmick that connect the name, costume and powers together. This is often tied to some sense of motivation. If not at the start, by the end of a couple run & gun RP teaming sessions, this basic motivation has emerged.

    The difference when I'm on a villain is that I'll tend to grow and groom them into something nastier than merely misunderstood. One example would be a brute I have called Goldrush. After a failed lab experiment, the human he once was got transformed into a heavy solid gold man. Soon after he was picked up and experimented upon by Midas (partially out of jealousy? partially out of curiosity?). The experiments amounted to torture.

    This character feels outcast, tormented and traumatized. To top it all off, he has an appetite for solid gold that he is able to liquify with a touch and then absorbs into his being (something like the mercurial boundary the T2000 displayed). Absorbing new gold gives him a high. So there's the gimmick, the look and the basic motivation, part monster, part misunderstood antihero.

    His first 20 levels or so, the character that came out was one weighted down with self loathing. RPing through teamed mayhems (or any vault heist) was the highpoint, with getting those few gold bars in the cash vault representing the payoff moment of the character. Eventually though, perhaps out of my own boredom with this schtick, I started seeking more depth with the character. For months I'd been playing him as someone who didn't like feeding his addiction and definitely wasn't proud of the bad things he was doing to feed it. But as he did more bad things, I let him come to enjoy them more and more. Somewhere along the way in one particular RP session, it felt like the character finally blossomed into full blown villain when he espoused the attitude "If I'm going to be treated like an outlaw and be hated by everyone for what I am and what I've already done, I might as well enjoy myself. F*** it."

    This doesn't mean he turned into a raving homicidal maniac. But he quit with the self-loathing and dropped any pretense of still regretting what he had become. He went from outlaw to gangsta.

    Had he been some other alignment, I might have not made that course correction in his development. But since I wanted him to be bad, when the opportunity (in terms of RP and my own conception of him) appeared, I deliberately steered him in that direction.