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Quote:Exactly. All your toons that never dipped into the fitness pool will now have it automatically.Actually, this is not true. I copied over a character without Fitness, and they were given Inherent Fitness.
It's only characters who have a taken a power from the pool that will need to respec to get it for 'free'. -
Quote:And this is my issue with Issue 19(heh). I never minded that the majority of people took the fitness pool. I do mind having it forced on me even in cases where I would not have taken it. Making it optional seems to me, to be the logical thing to do. Even if you have to opt in for the entire pool or nothing.Sadly I think 98% of this playerbase would probably consider making Inherent Fitness optional instead of "mandatory" to be pointless.
They don't seem to realize that even if most people chose to use Fitness on their builds at least it was still a CHOICE we had for ourselves. People seem to be perfectly willing to lose that kind of control over their characters just for the sake of cookie-cutter expediency.
Maybe I just don't have the whole story, but with customization being the foremost attraction in this game, how does taking choices away line up with that design philosophy? -
I'm not respeccing any of my toons.
I can count on one hand the number of toons I have on over 3 full servers that have the fitness pool, and still have fingers left over.
I'll put a single enhancement in the slots for health and stamina. And that's it.
I've never had to change my desired build to accommodate fitness and I'm not starting now... -
I was gonna reply again earlier in this thread but I had to take a couple days off to ride out a hurricane...
In any case, how much info is present in a game never matters as much to me as how interesting the information is.
Take Dragon Age. The lore book is huge. It begins to fill up with entries as you talk to people, do quests and interact with the world, but it all ties together to make the game more interesting. This is because apart from the interesting points of lore themselves, they offer the vastly differing viewpoints of the factions in the game and portray how people on opposite sides of a conflict or religious doctrine view events and the world. And yet you can easily choose to ignore it. It just gives you a lot less insight if you do.
I didn't read all of the lore entries in DA, but I did read a hefty number of them and I didn't regret it. -
Quote:This is where your arguments don't quite add up. And why I say you're asking what is essentially a simple question on something that is not a simple topic.There's a slight catch here: I don't consider games that don't conform to my "demands" to be flawed as such, but at the same time, I don't try to play them. There was a time when I fully believed I could play anything. And I did. I shake my head at the memories of horrible gaming experiences I've had expressly because I forced myself to play games I didn't like.
You describe additional information that is not directly tied to the plot of a game as extraneous and not needed to enjoy the game. But then you say that you know a lot of people enjoy having that in their games. If a lot of people enjoy it, it is most certainly something that contributes to the enjoyment of the game for the majority of people playing it.
In your original post you write:
Quote:Here's the thing - some developers believe that the only way to make a good, immersive game is to provide a "complete" experience, which is to say lots of background and trivia on everything you can think of, as well as quite a few things you couldn't.
To say that developers believe that this is the only way to make a good game is actually misleading. On the whole(and there are probably only a few exceptions), developers who make a certain type of game, include things in their game which are commonplace and expected in the genre. This is because their target audience is generally expecting these things.
Some things, you can argue are not needed. Like multiplayer being tacked onto every FPS game under the sun, when statistics show that only a few games ever retain a large and thriving multiplayer population after initial launch if the game is not multiplayer only.
Other things, like what you are describing, are not so easily separated out and placed in a 'worthwhile' or 'worthless' box when you weigh their overall impact on the gaming experience of the larger audience.
Quote:Had I the presence of mind to actually stop and think about it, I'd have dropped Baldur's Gate like a hot potato the moment I got kicked out of the plot and made to explore side quests, and been a happier man for it.
Quote:Look at it this way - the more you know about what kind of gaming experience you prefer, the more fun you'll have with whatever games you pick.
Quote:If playing a wide variety of everything works for you, then more power to you, guys. You're better off than me. But here's where that plays up - I knew ahead of time that Dragon Age was "lore-rich" and "like Baldur's Gate," so I never bothered to begin with. Did I miss out? Probably, but I don't regret it. As it turns out, I'd rather replay Darksiders over and over again. And, hey, so long as I don't bother anyone by doing so...
I'd say that your issue is that you like to play straight up action(y) games with very little divergence from the main and immediate goal. Hence your references to things like Darksiders and Street Fighter. But you're trying to apply those principles to the wrong genres(or sub genres) of games.
Quote:But again, applying a specific question to a broad field is precisely the point. Granted, if you can't give a specific answer, then your preferences are diverse and expansive. But if you CAN give a specific answer to that specific question, that this instantly gives an easy measuring stick to pick your games based on.
Oddly, I've heard you say you like Mass Effect. That series is no less lore-filled than other Bioware games. They have whole novels based on it to fill in additional backstory. And about a novel's worth of lore in the in-game Codex. -
The problem here, Sam, is that you're asking a one dimensional question and applying it to a very multifaceted genre.
The main issue I see here is that you, specifically, like your games to flow a certain way. The examples of you getting tired of Baldur's Gate for example and the way you feel about GR's lore etc.
When I play different types of games, I expect different types of things from them. I don't consider a game to be flawed if it does the sorts of things that can be reasonably expected from a game of its genre.
So when I say that I read most of the lore entries in Dragon Age: Origins in my first play through, you might say that I'm the type of person who has to have all the details and history of a world before I feel it is 'complete'. That's absolutely not true, because I enjoyed the Half-Life series as much as anyone.
I also enjoy RTS games and don't like the fact that Relic removed a lot of staple RTS elements out of Dawn of War to 'improve' Dawn of War 2.
To further muddy your ideas, I totally enjoyed filling in the 'web of intrigue' in Prototype, even though it is absolutely unnecessary to complete the game.
I'm enjoying the hell out of X3: Terran Conflict right now, even though most of its plot is centered in the main storylines which I have yet to even start because I'm having a blast exploring the universe and trying to build a space empire while blowing enemy ships and fighters into smithereens.
To come back to the point at hand, you seem to like an 'uncomplicated and straightforward' game experience, while I have no problems at all with games that flow toward opposite ends of the spectrum. I can enjoy all of them equally well if the game is a good game.
A game feels complete to me, when it is a well-done game. A deep RPG experience like Baldur's Gate or Dragon Age(slightly-less-so), should be filled with a wealth of information(both plot relevant and trivia-based). While Left4Dead or Defense Grid: The Awakening don't feel lacking without additional lore and storytelling past what you are experiencing at the moment of play.
I've never rage-quit a game that wasn't a badly made game. Nothing to do with how much lore is or isn't present. -
I don't think EBs are team content.
I can't think of one that I haven't soloed when I got to it.
May have died once or twice, but most of them I can take down with whatever toon I'm playing. Note that I don't play controllers or defenders so I've eliminated most of the annoyance right there.
I think one of my best fights was against BAB with my fire/fire dom. It ended with him dead astride a pointed fence. I was like: 'Sing soprano you B$#@*^'
Good times!
Also did Hro'dutz with my archery/devices blaster. Rain of Arrows, Time bomb plus about 12 trip mines...nothing to sneeze at.
I don't really ever go after AVs or GMs solo...too boring really. No decent reward. -
I'd have to say that I'm all for more Global Unloocks. Especially for 'standard' costume types like Roman Armor and Samurai armor.
Vanguard Armor I can accept as being story based and dependent on your character joining Vanguard, but that could be remedied by unlocking it globally, but making your character have to be 35(and gone to the Warzone) to access the pieces. Not a perfect solution, but still better than grinding it a hundred times.
I don't necessarily agree with Sam's overall assessment about achieving things in games, but I know where it comes from. MMOs are usually much less about gameplay than they are about the social aspect, persistent world aspect and character advancement, so 'work' in them pretty much always feels like a grind.
At the same time, I enjoy putting in effort in something that I think is worthwhile and getting rewarded for it.
I recently picked up X3: Terran Conflict, and while I agree that the game has a harsh learning curve and is pretty brutal when you make mistakes in it, I'm having a blast in it and feel like I've accomplished something just getting enough cash together to buy my first freighter.
My point is that I can enjoy some games where my skill is tested and I need to be at least marginally competent to get things I want, but hate that aspect of things in other games(like MMOs). -
Quote:I could get behind that. Especially if they alternated the level ranges that the arcs took place in.I think something like that here could do a lot to keep people interested between the release of new issues.
They do seem to be trying to release new arcs with every issue that aren't directly related to the issue, I'll give them that. But it still means we're 'dry' between issues once we exhaust that content. -
Quote:Was there that much complaining over EQ expansions?I would too. But you know that the whiner brigade would be whining about those instead of the boosters. I have found there is no end to their ability to find something to complain about even if they have to make up things that have not happened but might.
I vaguely remember my EQ days and time on the forums there. I think people complained more about the content of expansions rather than not wanting to pay for expansions at all.
From what little I have seen of the EQ2 forums, I think it's probably similar. I know Blackarachnia plays EQ2 so he'd probably be able to give a better idea.
Still...I think the most complaining I have seen on the EQ forums was when they upgraded the graphics engine to support higher end video cards and the base system requirements went up. Folks didn't want to shell out for new graphics cards.
I think this game could have used a couple more expansions between COV and GR, personally. -
I largely agree with Blackarachnia here.
I'm not opposed to boosters with emotes and costume pieces.
My current issue with boosters is including powers with them that give players gameplay advantages. That will always be my opposition. This is going to be cumulative over time and the more we add, the bigger a potential power gap we could end up creating between the haves and have-nots.
Ninja Run should have been included in the game as a global unlockable power or just a regular power that could be chosen at the same level as our first pool power.
I love ninja run as much as the next guy, but I'd rather it be part of a decent travel power pool along with some more, much needed travel powers.
Including an entire EAT, while something I hadn't thought of, isn't really that bad an idea as long as it's not the only way to get that AT.
At the same time, I don't want all our costume pieces going forward to either be boosters or high level unlocks. -
I've noticed this for a while now but it hasn't bothered me all that much since I personally hate the default combat stance(it looks unrealistic and cheesy).
Someone mentioned a Fortunata, and it is very noticeable with most of the Psi attacks. It follows only after certain attacks and for that reason I thought it was intentional in some cases.
It can be seen in Electric Melee/Elec Manipulation and Super Strength a lot. And the reason I thought it was intentional is that it seems to follow only after specific attack types.
I'm usually hitting escape to return to default stance anyway and I haven't noticed it affecting very much.
The problem someone mentioned above with attacks not animating is almost always latency related. A lot of that has been coming from the servers lately. It can also be the result of poor ISP performance for whatever reason. -
Quote:Actually that's not really true at all. I've been following gaming for a long time and I can tell you that I've seen some screwed-up crap happen with developers and their 'word'. Even up to very recently.Again, that's what the developers said. Unless you want to accuse them of lying, that's what they said. You can't get around that by saying "Well, I'm not saying they're lying, I'm saying their statements aren't true." I'm not accusing you of anything, I'm saying you can't have it both ways. Either you take them on their word or you don't.
And my sentence stated that I wasn't sure how it translated into faster content for a specific area.
In any case, my statement was more to illustrate that I don't feel very comfortable when members of a forum community tell me that a supposedly well-established and solid MMO is holding me to ransom as it were by saying: 'Look what you got for buying that booster pack! Now if you want even more stuff faster, continue to buy more packs!'
I've never seen Valve say that to its TF2 customers and they patch and add to that game like crazy. Yeah, its not an MMO and they don't get paid monthly fees for it by their community.
Anyway, this brings me to my last point. A booster pack is a one time buy. If content delivery is gong to hinge on money made, then getting more customers into(and staying with) the game is worth a whole lot more than good sales on a single booster pack. Those people are going to continue to give you $15 a month for as long as they stay. -
Quote:I love this game. However, that doesn't mean I should feel 'forced' into spending more money just to keep it afloat as if it's on its last legs, by buying a booster pack every couple months.Because some people love this game and are intelligent enough to realize that anything that generates more money means the devs will have more resources available to improve and expand the game.
Quote:More sales also means the game will be profitable longer. As long as the game is turning a profit, the less likely NCSoft will shut it down. Just look at what happened to Dungeon Runners, Auto Assault, and Tabula Rosa when they stopped making money.
Quote:Furthermore we already know for a fact that Booster sales have sped up the release of more than one free issue since they went on sale.
Look, I'm not opposed to paying for some stuff in boosters. I have bought some of the packs myself. I would be lying, though, if I said that I didn't have a fear that going forward all the worthwhile costume pieces will be tied to boosters.
I would really rather not have that happen. I'm also worried about powers creeping into booster. So far it has remained benign(with the exception of the game changing Ninja Run). But I also wonder how long it will be until we see people who have all the booster packs start to become increasingly more powerful because they stack small buff on top of small buff without end.
If this game has reached a point where it can't sustain itself without a constant outflow of buyable in-game merchandise, then I'd say that the game itself has a problem and that needs to be addressed.
I don't feel that I need to play the hero(no pun intended) and try to save it via booster pack purchases. -
Quote:You need a nice long GG-free break. Well actually...we all do!GG, take it back. Take it back now, please.
If you had included a winky or pokey tongue face, I might have thought you posted that in jest...
Since you did not, I must take it ultra seriously (Yes, which is like ultra modeTaking seriousness to the next level)
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Quote:Since I stabbed her in the back with my katana, would that be right about now?You can have Praetor White when you pry him from Cleopatra's cold dead clutches ...
Seriously though, I would have to say I'm skeptical that refocusing through a reduction in the workforce and then losing such a small number of people should include your top animation guy.
We'll probably never know, but I always looked for his posts in the Dev digest as a matter of course. I'm not happy that he's gone.
Nor am I sure that, despite standard issue marketing speak, the game will have the same quality in the animation department that it has previously had going forward.
I'm also not a huge fan of the relatively low level of dev interaction we've had lately. Usually when they announce something of the magnitude of inherent fitness pool, it is accompanied by some good back and forth with the community. I miss those days. -
Quote:At the top of the pet window there is an options menu. Click it and a small window comes up. It will give the option to switch to simple mode or advanced depending on which one you're currently in. The arrow that extends the menu basically gives you details on buffs/powers affecting them.Okay, first, phewf! *wipes forehead* it's mostly all I've ever heard mm players talk about! I thot it was a mandatory thing, or you weren't a good mm player.
second, is that the arrow that extends their menu? same as where I changed their stance from defensive to aggressive?
Quote:...and is bodyguard the "heel or follow" toggles? Or have I completely missed something?
Quote:That only sucked because people are too damn lazy to play a pet class with pet controls. You know what sucks? Not having the ability to leave the Genin at range anymore. It's easy to use a Goto command to put them in melee........they stay in melee once in melee. What they don't do is stay at range if you put them at range. -
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Quote:Take what I'm about to say within proper context because I'm sure that as soon as I say it, someone is going to post in this thread that I'm crazy for saying it.I see, thanks for your reply. I am leafing through the guides trying to come up with a good pet command guide or info on macros and binds, like I said I don't even really know how or why to use macros and binds or how to apply them to my keyboard.
It seems really overwhelming to consider "playing" each one of my pets and then myself too--( Can you direct each pet individually to specifically target what you want?? )
-- half the time I am trying to heal them and keep them alive rather than vice versa/ a lot of the guides are about how to slot, but i don't need that ...I can figure that out on my own-- (and have already started slotting her for set bonuses) but as for "mastering" my pets better...
I don't personally use macros and binds for my MMs. Now I'm not saying that they aren't useful, but I've never really needed them.
I first suggest that you switch your pet command command window from simple to advanced. This gives you the greatest control over your pets both individually and as groups according to their type.
You can set the behaviours of groups or individuals as you see fit and you also have the ability to command them as a whole unit.
I personally found that experimentation was the best way to learn my MM skills. Each MM type is very different so adjusting your playstyle to suit your pets' powers will be necessary.
I think you'll find mercs to be one of the most straightforward types. They are pretty much range-focused and deal damage in the same way across the board (I kinda wish the medic had an assault shotgun instead of the usual rifle but meh).
I assume you know how bodyguard works? Its something to always keep in mind. -
Quote:In the past, a pet would occasionally run into melee even if it was a ranged-focused type. Every now and then a bot or merc would run up to their targeted foe. Ironically, pets would tend to stay at range even if their majority of attacks were melee.I started to play a merc/dark mm recently she is at lvl22 now,I noticed the pets running into melee too, but I didn't know that that was bjorked. I changed the medics settings to defensive, and put the spec ops on agressive hoping that might keep things contained. Is that ok? I really have no idea how to play a mm and am just winging it.
This totally ticked off ninja masterminds who would have to manually move their Jounin and Genin close to an enemy group to get them to use their melee attacks. It also affected necro MMs because the Grave Knights would tend to not use their more powerful sword attacks.
It was no sweat for mercs, bots and thugs(except for the Bruiser) because at range was where you wanted those pets to stay.
What is happening now is that regardless of the type of pet(and consequently type of NPC) involved, everyone throws a ranged attack or 2 and then rushes to melee distance of the enemy if it isn't defeated after their ranged attacks are used.
There has always been some type of problem with pets not 'knowing' where they should position themselves in combat, but now we have moved from one extreme to another. With this one being arguably worse because pets will try to keep in melee range of fleeing enemies as well as ones who are standing to fight and they will aggro other spawns by doing so.
To answer your question though, you're not doing it 'wrong'. I have used a similar setup for my MMs. You will notice though, that your spec ops actually are useful in melee because they can use their gun butt attack to stun enemies. -
Quote:If that's the case then something else needs to be done. Even if it means making all pets more melee centric so that their behaviour makes sense.maybe its too hard to have multiple pet AIs running on a server. Afaik both pets and npcs share the 1 AI, having more might cause some issues?
My guess is they've already tried this... or maybe it was a shortcut in the coding?
In fact, it doesn't even make sense for demons on the whole. The Lt demon that casts the fire shield only has ranged attacks with the first upgrade: Fireblast and Fire Breath. Yet he still runs into melee the first chance he gets.
Maybe its time to invest in some server hardware to handle pet AI. At the very least, I'd like to see pets be given a toggleable melee/ranged stance option. Probably just wishful thinking on my part. -