SpittingTrashcan

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  1. Scrapper or Brute.

    For either, Willpower is particularly kind to beginners; be sure to take Indomitable Will, Rise to the Challenge, and Quick Recovery when they become available.
  2. Saying what I already said, but in different words:

    Radio missions encourage ignorance. That's an unfortunate design decision. Talking about evidence of player ignorance created by design decisions is useful; laughing at players for following the path the design creates for them is just kind of mean.
  3. As one of the usual bullet points used to address this particular sort of canard has not yet been rolled out, I suppose it falls to me:

    The developers who are working on booster packs are not necessarily the same developers who have work to do on Going Rogue. Booster packs tend to have a preponderance of art-related content. The art resources for GR are probably already done, since we've already had a massive asset pre-download. This leaves the art team with a bit of touch-up work to deal with issues that come up during beta, and not a lot else to do - so they may as well make booster packs while the programming and design team sweat over GR beta fixes.

    So, in short, not making boosters will not help GR come out faster.
  4. I'd like to note that the costume components with independent animations - fluttering wings, waving tails - are also explicitly not integrated with the full-body animations of most powers. I have doubts that the techniques used for these optional additional parts would be extendable to the core body animations.
  5. I think it's worth noting how the comic can be read as the villains' rampant egotism being used against them to deny them an easy victory. That was my initial reading, in fact, and it took the responses of others to see that it has a different interpretation under the assumption that concern over personal reputation is a serious objection.

    Today I learned I am relatively humble.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    These guys are the ART department. Not the powers or balance department. Its chalk and cheese; one does not relate to the other.
    To be excruciatingly fair, there are bugs that the art department can address. Geometry holes, missing costume parts, and animation issues are all bugs that the art department is responsible for fixing.

    Entirely separate from this, I think that David isn't quite aware yet what "public demand" means. The public demands new things, and also fixing old things. It demands that something be included, and also that it not be included. It demands that items be free, and also that they be premium, and also that they be unlockable. "The public" is a hundred thousand self-absorbed screaming infants (I'm the one in the ducky blanket). The public demands everything, and they demand it yesterday, and by god they'll quit right now if they don't get it.

    Providing, in good time, some of the things that are requested, when they can be made to fit into the schedule and in accordance with larger development initiatives, is a good thing. Acceding to the "public demand" is a cynical stunt at best, and I sincerely hope that this late addition is just what it appears to be: a clever cash grab and means to placate the vocal public while gauging demand for a future more focused beast pack. Because if this is really David feeling that he is obliged to try to make all the players happy, then I worry for him and for the game.
  7. With respect to the tail being part of a paid expansion rather than a free item: this may be the best alternative. I am not privy to how the build process and the paid content gating system works, but it may be possible that if the tail is not part of the paid Mutant pack, it would have to be held back until the next free content update. That would be Issue 18, which is scheduled for after GR. So: if the only options are $10 tail now or free tail in a few months, then given the vehemence of the demand, I can see why they went with $10 tail now.

    Of course, as I said, I do not know if the devs have the flexibility to release content between major builds, or to include free content in the same update as paid content. If someone can provide an example of either happening in the past, then of course my point is moot.

    Also: I understand the principle being stood on, but I still have to laugh a little at the absurdity of choosing not to buy a product because it contains more desirable features than it did when one chose to buy it.
  8. Quote:
    Originally Posted by Ultimo_ View Post
    "My game" would be designed around the notion that everyone be roughly equal in capability. This is even more vital if you're going to have PvP, because placing anyone at a disadvantage isn't fair. It's largely why I don't PvP here, the ATs and powers aren't on even footing.
    Those who are familiar with the I13 PvP changes may read this and laugh, if only to keep from crying.
  9. Quote:
    Originally Posted by Umbral View Post
    (seriously, melee ATs need to be given some of that sweet, sweet -regen somehow)
    Widow claws do -regen. Does that count?
  10. The Dominator AT ranged and melee damage modifiers were increased. Separately, several Dominator Assault powers had their damage, endurance, and recharge increased by some proportion. Also, some powers were upgraded from "utility" powers doing trivial damage to powers doing damage in proportion to their endurance cost. The end result is that the powers that were not otherwise altered do more damage per endurance, and the ones that were altered do even more damage and also cost more endurance. Overall, Dominator damage per endurance was lowered, but it became possible to do more damage and spend more endurance over the same period of time. I would consider this a buff: there are more ways to mitigate endurance consumption than there are ways to increase damage over time.
  11. Quote:
    Originally Posted by Golden Girl View Post
    And so the fur horse-bois of the apocalyiffs ride ever closer
    Well trolled.

    On topic: tail's not my bag, but smart move rolling it into the pack. That'll get some sales.
  12. Quote:
    Originally Posted by Johnny_Butane View Post
    I agree with her. It's embarrassing that aside from a few outlier builds, player heroes and villains at the level cap aren't even equal to the game's C-listers at their true power levels without them being watered down to EBs.
    I disagree with many parts of this statement, but I'm also aware that this discussion leads nowhere interesting. I have come not to argue, but to dissuade others from arguing, and saving them the trouble. This will likely be unsuccessful, but I try nonetheless.

    To cover all angles, though, I'm also making popcorn.

    Comic's funny by the way.
  13. For what it's worth, I'm willing to engage in attempting to change your mind, on your terms, and don't find it unreasonable that an attempt to change your mind would be subject to your terms. :P

    The issue is basically with the developers being on the hook for delivering the promised experience, even though the players have a hand in shaping it. When players cause other players to have an experience at odds with their prior expectations, the developers have to choose between prohibiting the mode of interaction, or setting a new norm and risking the loss of players for whom that new norm is not enjoyable. The existing norm is that one may be buffed in the shared world and by teammates in instances without consent, but that these buffs last a maximum of 4 minutes and do not persist across sessions. While alone in an instance, a player is inviolate to new external player buffs and can expect to lose any existing ones in 4 minutes or less. Mystic Fortune sets a new norm with a buff that lasts 20 minutes and persists across sessions. (It also has a chance of applying a debuff, or damage, but those are not unique to Mystic Fortune - the duration and persistence are.)

    Basically, the prior rule was "after 4 minutes in an instance, your gameplay experience is only affected by your actions, the actions of people you have chosen to interact with via teaming, and the choices of the developers." Sans Mystic Fortune prompt, this rule, which has been true for many years and has had time to become a player expectation, is no longer true. While player actions are the proximal cause of whatever dissatisfaction results, the developers are the ones on the hook for changing the experience.

    I agree that in the grand scheme of things, this is a pretty minor alteration. It's not like they've suddenly introduced open-world PvP or automatic assignment teaming or anything of that scale. I personally don't have a problem with it. But it does change the rules, and apparently it changes them enough to make people reconsider whether they want to play a game with this level of player control of their experience. It's not so much that the new position on the continuum of allowable player interaction is objectively better or worse than the prior position - there are many games successfully occupying many positions on that continuum - it's that the position has changed, and those who found the old position acceptable may not find the new one as acceptable. There's always going to be people in the community pushing for a movement in either direction, and potential players waiting for a move toward a position they prefer; whether the positives outweigh the negatives on this move from a game health perspective is something I'm not qualified to address. I'm just trying to prove that the move exists and is nontrivial.
  14. SpittingTrashcan

    Spiders and ITF

    Forts are best because they do psi damage and punch through Unstop.
    NWs are best because they have faster Mind Link and do -regen with their claws.
    Crabs are best because they toss venom grenades and AoE and have good resistances.
    I don't play Banes, but they're probably best because they have venom grenades too plus they lay the smack down on ST.

    In conclusion, pick whatever flavor, they're all tasty.
  15. This seems a bit convoluted and roundabout. Why not just add a button that lets you switch between the recipe and the crafted item in one step?
  16. For a given power, damage scale is on a fixed ratio with endurance cost and recharge. Actual damage is then determined by damage scale and AT modifiers. Defenders spend the same amount of endurance to do less damage with the same power, because their AT mod for damage is lower. In general, the AT mods determine effectiveness of powers, but the cost is fixed across all ATs.
  17. Occasionally I look at the differential between the price of a recipe and its corresponding crafted item, and realize for the umpteenth time that running missions is a sucker's game in terms of making money.

    Of course I still do it, because I like running missions. But I'm not kidding myself about the economic efficacy.
  18. Quote:
    Originally Posted by LISAR View Post
    That's because the developers make the rules under which we interact. If they make rules that allow someone to annoy or harass you it's their fault.
    This I cannot agree with. I will go so far as to say that because abusive people exist, and because the developers are or should be aware of this, it behooves them to plan accordingly - but when someone takes an opportunity to be abusive, the fault lies with them and not with the opportunity. Failing to account for malicious people is naive, but it is not in itself malicious; malice is malicious.

    It may seem like a trivial point to argue over, since the end result in terms of suggested developer behavior is the same, but I want to make a clear distinction between accidentally allowing and intentionally perpetrating malicious behavior. People will be jerks, and you have to plan for that, but they're still jerks.
  19. Briefly, I think the difference between what the game does and what players do is that the developers have an investment in my continued enjoyment of the game, and I as a player can stop paying money for their product if it fails to entertain me. Even though the developers have no direct control over my fellow players, if they intercede with my experience to make it unenjoyable, it is the developers who will suffer the loss.

    I am fully aware that it is unfair to blame the developers for the actions of the players. However, regardless of where the blame actually lies, people can't be expected to continue paying for a game that they do not enjoy, even if it is their fellow players who are the proximate cause of the lack of enjoyment. In a just world, people would be responsible for their actions, but in an MMO, the developers are punished for the actions of players. Their only recourse is to make such actions impossible.

    Edited to add: That said, I see your point about drawing the line. Some interactions are going to be ambiguous if they are allowed at all, and cutting off every interaction that can be ambiguous is going to leave you with not a whole heck of a lot.
  20. Quote:
    Originally Posted by Heehaw View Post
    At least one, y'know? ANYWHERE.
    I would be hesitant to declare that I would want a tentacle anywhere. There are places where I most definitely do not want a tentacle.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Suppose that the technology existed where if I'm street sweeping and someone kills a target I was about to engage, I could simply push a button and that target would reappear for me specifically to allow me to kill it. It would still appear to be dead to the other player. Essentially, everyone would be in overlapping instances. Ignoring the technical limitations, good idea or bad idea for an MMO?
    This particular implementation? Probably not a good idea. But the problem that it is a solution to - scarcity of targets induced by the presence of other players - is a legitimate problem, and although it's a philosophically valid answer to say that killstealing is either a) part of the game or b) an offense that can be resolved by a GM, on a practical level it ends up being more convenient to create a system where killstealing has a minimal negative effect. You can do that by creating entire-world instances - this is essentially how Guild Wars handles it, where anyone not on your team simply isn't in your world outside of safe zones. You can do that to some extent by having extremely rapid spawning, as City of Heroes does. You can do it a lot of ways, but if you don't want to work your GMs to death or allow malign players to control your game experience, you have to do something.

    The essential problem with MMOs is that most of your players don't actually want to interact with most of the rest of your players, and they definitely don't want to interact with that subset of your players who view any interaction as an opportunity to make someone upset. Of course, in the real world, we don't have the option to opt out of being affected by someone else's existence, but then in the real world there are also much more serious and immediate remedies available when someone is being an onager. For the most part, anyway. But that's sort of a political derail, and by the time you start contemplating politics in your escapist fantasy you may be losing your audience anyway...
  22. Quote:
    Originally Posted by SkarmoryThePG View Post
    Claws killed by Shockwave. KNOOOCKBAAAAACK.
    I have mad love for Shockwave. Just goes to show, I guess.
  23. No apology is necessary.
  24. Radio missions don't cause stupidity. In fact, they're probably the smartest way to get right to running missions, since every other way is, as you aptly described, more convoluted. It is rather unfortunate that the easiest and most convenient path to gameplay is also the one that offers the least interesting gameplay, but that's hardly the fault of the players.

    I also have some doubts about citing familiarity with the poorly designed legacy systems of a pretendy fun time game as proof of intelligence.