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Posts
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Joined
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Giggles...
I forgot about the bind command, I already have my flypose on a bind, its easy to make one for my costumes as well...
Thank you -
Wow, wonderfull constructive posts, a refreshing experience.
Hertz had a wonderful suggestion about how to handle AFK leaders, such as the star is passed on if the leader is afk after certain amount of time, despite that their are inside a mission or base.
Some also wonderful discussion on the auto Sk situation, very well thought out and just awesome.
As I mentioned in my previous post, these suggestions were mainly QLI, and described a few situations where something needed to be done. Often I lead Pick Up Groups, and thus the situation above is not an issue. Incidentally, If I do need to go AFK for a long time, I tell the group the situation and then I have the basic courtesy to log off, so the star will automatically pass on.
Some other potential solutions in TFs with forced group leader has to go to contact (despite phone), where another player could get much easier to, could simply be remove the restriction where the leader and only the leader has to go to contact. This suggestion could also help with the leader afk issue, where another player just go to the contact and bump to the next mission as well.
Hugs
Stormy -
Giggles,
Not sure what reputation really means, it appears to be quite subjective and as result meaningless.
What would keep an SG/VG simply posting positive votes to members to jack their rep up, and a competing SG/VG just slam you vote wise as well? Or you using a second account to pat your own back?
I feel the lack of arbitration in the "vote" for reputation makes the whole thing at best pyrric, now if CoX would read the comment of the vote and then allocate the "+" or "-", then reputation could possibly have a meaning, till then its at best an ego trip for those with a green bar...Can I have one too, please?
Ha ha ha
Stormy -
Not sure if drop rates all together are bugged since I16, but I am pretty sure my salvage, and recipe drop rates were at least triple of what I am getting now. I do believe inspiration drop rates have not changed and drop as much today as they used to before the days of AE.
Hugs
Stormy -
I went and checked out the CC 3 CCbackflip for isntance, and that is a lot of typing... Still would like to have a way to set the change emote to a default...
Stormy -
That is so cool!
Would love to see that for ourselves, in a way the devs could use it as an analysis tool. After all the most popular build is likely to be an over-powered build, and the most un-popular build likely to be the weakest build. As I said, analyse, just because its popular it may not be over-powered, but the likelyhood is good. Also using this tools, would also allow devs to determine which ATs need more attention than others, also could study for blue versus red balance as well.
Hugs
Stormy -
I htought of 2 other reasons, still QoL...
1. Doing lowbie TF, leader does not have a travel power, other team member does.
2. TF requries leader to change zones and directly talk to contact, another player happens to be at that zone, switch leader and presto!
Hugs
Stormy -
Hi:
It would be nice if a team was able to re-select the team leader dynamically, even in the middle of a mission or in between missions.
Let me explain the 2 potential reasons for why:
1. I had a very bad experience, fortunately this only happens very rarely. The leader in the middle of a Numina went to his base, and went AFK. There was no harm while we did all the hunts. sadly he fell asleep, and we could not force the next mission. The entire team gave up after all that work.
2. With the new auto Sk system, many players do not initially pay attention to levels of the leader and then a TF started. So far so good, then we enter the mission and kapow, the mobs are 5 level shigher than us at low level difficulty. This happened say in a Positron level 10 to 15, the sponsoring player was 10, so we all nurf down to level 10, all the mobs are 16. Thus we all have to quit, return to SC and reform team, but this time with a higher level leader.
My suggestion is more a QoL type, in case 1, all 7 of us could vote to make another one of us leader, thus removing the star from the AFK jerk and then being able to go on. The vote would have to be uninamous with out the current leader needing or having to vote; so there would not be any jerking around.
In the second case, we all could choose our new leader based on level, do the switch, and presto we are now as good as we can get in level to do the TF. Once more, with the exception of the current leader, it would require a unanimous vote.
Hugs
Stormy -
Giggles:
I would be hard pressed to believe CoX is going out of style anytime soon. Despite the game having issues, especially after each release, it truly has no peer in its genre. So I believe CoX is here to stay for a long time, or unless the unthinkable happens and real, total competition in this genre occurs. Champions on line is a cute game, but it lacks the maturity of CoX, so it really is not much of a challenge and even less of a risk. DC On Line looks promising, but again, one can advertise anything; thus seeing is believing.
Being able to play CoX off-line, would be nice, but then I feel much of the true flavor of the game is actually player interaction. The reason I like this type of games, is because of the ability to socialize; in fact it was the social aspects of the game, that attracted me to the game, not so much the blast this or that component of the game.
I do not know much abouot servers, and having to have a server to run the game, so the technical stuff is just to complex for me to comprehend. But if I could use a good top of the line PC computer to become a server to run CoX, and then I could use another computer to tie to it, and then my girl friends could log into my server, that would be really cool.
Hugs
Stormy -
Would be nice if the contacts when giving you missions would actually talk as well...
Stormy -
Hi:
I love the costume emotes that we can choose when we switch costumes, but in order to enjoy them, we have to go to menu, do costumes, then use pull down menu and select the emote we want, then do the costume switch and voila, there we are...
Unfortunately, every time I want to change costumes, I have to do the same process all over. Could it be possible to go thru the process outlines above, and thus define the favored costume change emote, and it becomes the default, so when I later type /cc 2 or any costume slot, the emote will automatically happen? If I want to change the emote, I can repeat the process to redefine the emote.
Same would be nice for say fly pose, once in flight I select a flypose, and from then on, each time I fly will have that one pose as a default. To change pose again, simply go to fly and as you fly do new emote.
I am sure there are other emotes we tend to use more often than other emote variants, such as dance which could also benefit from the default benefit.
Hugs
Stormy -
Hi!
I was wondering could it be possible to have micro-instances for PvP such as Bank Missions. Where players could sign up, much like we already do at the Arena. And thus the Hero's job is to prevent the villain's job of escaping with the money. Bank instances could be made to be 1 on 1, 2 on 2, all the way to 8 on 8. The bank mission will not start until both sides numerical player requirements are met, to ensure fairness.
I would like for this PvP bank mission, be both random players joining it or allow for team (SG/VG) particiaption, where the players entering the mission knows who they are going in with.
The objective is simple, the villain dashes to the bank, breaks into the vault, grabs the money and runs back to his zone point and exits. The Hero's job is to simply prevent this from happening.
I could see several environmental rules to be desirable, such as do we disallow stealth while running with the money? Do we disallow travel powers while running with the money? Or perhaps movement speed is halved? Longbow guarding the area, has slows and travel power cancellation? Do we give merits to the victor of the engagement? Or add a PvP currency which can be used to purchase specific PvP IO recipes or rolls?
What kind of environments you all think would be appropriate, while remaining balanced? Also what kind of rewards should be allocated for mission success?
Hugs
Stormy -
Quote:Well, that was just an orphaned idea without much forethought given
If I had to think up a solution on the spot, though, I would actually look at your appraisal of offensive and defensive sets, and perhaps look into branding each set according to what it is. Think about how, under power customization, some powers are bright by default and others are dark. So some sets could be considered solo some team.
For instance, something like Empathy would count as defensive, as most of its effects are either restorative of preventative, cast on allies to help them. A defensive set would go "solo" by introverting the effects and turning them on the caster, but preventing the caster from buffing team-mates. For a set like Dark Miasma, on the other hand, that could be considered an offensive set, so its defensive role could, in a turnabout way, turn into team buffs of some sort.
Obviously, this is a really fragmented, unpolished idea, but I've always been a fan of bringing about a sort of balance where people can pick between wanting to be a team player or a solo player, and do that IN REAL TIME, not just once at character creation. The problem, however, is that there really is no good way to do this for all ATs without turning them into each other. Trying to make Scrappers more team-centric would just turn them into Tankers.
A while ago I had an idea for a sort of Dual AT system where you could pick two ATs at creation and be stuck with matching-theme powersets (so a Fire/Fire Blaster could double up a a Fire/Fire Controller and so on), which would really remove the need to ALL ATs to be good at soloing. For instance, everyone could be a Thermal Radiation/Fire Blast Defender in one build and a Fiery Melee/Fiery Aura Scrapper in the other, alternate build and have his team/solo duality. Someone else could, instead, pick to be either a Defender or a Controller and stick to JUST team support the entire time. It's this putting of the power in the player's hands which could, potentially, allow us to have our cake and eat it, too.
As was pointed out to me last time, actually creating a discrete method for defining "matching-theme powersets" (what matches Katana, say?) and potentially creating/proliferating sets would be a crippling problem. Honestly, though, I still prefer this kind of dual-classing over completely rewriting the existing AT structure to make all ATs soloable. I mean, I'd love the latter, but I'm fully aware many, many others would not, because many make the conscious choice to play support at the detriment of their own solo ability. Some kind of middle-ground kludge might solve a lot of those problems, I would think.
You are slowly starting to provide great constructive criticism, thank you!
The concept of certain, for instance, Defender ATs not having buffing others, versus others who does is an astute observation, Penny has a very relevant observation as to where to we set the benchmark for AT performance comparison?
The first consideration, is as a benchmark is set, it should not result with an AT being nurfed. It should instead look at an under-performing AT and how to re-calibrate it to approach the benchamark.
The second consideration, is that there are inherent class differences; which would naturally impact the overall how the AT is applied. For instance, a Tank has exceptional defenses, the best, but it is instead balanced by having a low DPS. A Blaster with virtually no defenses is balanced by having a very high DPS. Now given this, is the Blaster to be assumed to be naturally faster in soloing than the tank? At first glance, we would want to say, yes. But in practicality, does our thoughts hold? A Tank can go in, suffer little damage and eventually kill all the mobs. The Blaster may range attack a group, take one or two down, and be forced to retreat to safety, let the hornets nest settle, and return for round 2; the effect is that the Blaster while killing a mob much faster than a tanker, she may take just as long as a tanker to eliminate the entire mob group. A Scrapper while hitting hard, may find themselves having to rest longer than other ATs in between mob group fights. Ideally the overall balance from this situations is that the various ATs can have roughly the same performance. They are in fact accomplishing the same task, but doing it differently; which as I understand from my closed beta days to be the actual goal of the game.
The third consideration as Samuel very aptly stated, the power sets within the ATs themselves provide balancing challenges. For instance take a Kin Defender, their power has a natural synergy with their secondary attack powers, same can be said for Rad as well. Contrast that synergy with an Empath Defender were most her primary powers has no impact on herself, as opposed to the Kin. I find it a difficult proposition to think how can you address the two characteristics. For example, you can not just raise the damage Defenders do, because of the primaries that have no synergy, because those with synergy would become over-powered. So how you help those Defenders with out synergy? Similar school of thought can be applied to other intra-AT builds.
In the big picture, should a Defender at the end of the day do as much effective damage as a Blaster? Think of this, before you answer. let me just say this; a Blaster gets all of its damage up-front and unconditionally. A Defender must first debuff its enemy's resistances so its reduced damage attack would effectively accomplish what the Blaster can do straight out.
Hugs
Stormy -
Fury, thank you so much for posting, must confess I never thought of a Scrapper behaving in a Blaster manner, the thought is quite exciting. I will likely use your build as one of my two build choices.
But it seems the build proposed would be for a team oriented Scrapper as opposed to a true solo, killing machine Scrapper. I say this, for I am thinking that in order to range attack foes consistently, I would need for someone (a tank) to keep them away from me, so I can range fight. Are my thoughts in error?
Hugs
Stormy -
Hi:
Long ago, when it was fun to play a Spine/Regen Scrapper, I made my Spine/Regen Scrapper. Sadly as further releases were implemented, her survivability has consistently became lessened to a point it is a joke when I compare her to my other Scrapper builds. I have heard conflicting words on how good or bad this Scrapper combo is. But I believe the combo can be made fun, with out having to depend on "Moment Of Glory" for basic survivability in common combat engagements.
So I was hoping, for some of you sweeties to please, please post some Spine/Regen builds, to include IO set usage, which takes into account I16 changes.
Hugs
Stormy -
Quote:The fact that several other games already mentioned in this thread have the feature and the fact that this suggestion comes up repeatedly should show you that it is indeed a valid QoL issue. QoL issues are all about player perception. It's not a problem for you. Fine, we get that. It's a problem for others, however. Almost any QoL change you can point to, and even a lot of feature enhancements, matter a great deal to some people and not at all to others. How much coding do you think went into second builds or leveling pacts? Are those being used by a majority of players? How much coding went into the combat attributes monitor? How many players are even aware that exists?
Straw man. What is going to happen to ANY code change they make that goes horribly wrong? That's why they have QA.
I could not agree with you more.
The problem with forums as I see it, is that folks in general are averse to change. And when you look at the replies from many posters you can see classic responses:
1) Folks stretch their interpretation to extremes and then deal with the suggestion at the extreme to base their judgements. Since their position is less than intelligent, their opinion of the suggestion will also be less than brilliant.
2) Folks fear that a change may impact their pre-eminence in the game, status-quo. If they sniff the odor of loss of political situation, then the idea is obviously dumb and must be fought to any extreme.
3) Folks can just be plain mean and rude, a QLI thing may have no perceived impact on them, but there is no way in hell they will let another person to have an increase in enjoyment.
4) Devil's advocate, actually this is a healthy attitude if done with civility and constructively. In a brain storm, which is usually what I seek on my postings, it is possible (but unlikely in this community) that all could be blindly agreeing to whatever a person may be saying. A Devil's advocate, actually points out the weaknesses of the expressed ideas and helps the concept development process actually arrive to a beneficial state. Simply torpedoing ideas, just to be unsociable with out relevant alternate possibilities is a great dis-service to all. Just to say: " disagree with OP, because their idea is dumb" is more a reflection on one's own lacking of wit, courtesy or lazy.
Now I have seen some great post replies, where posters are courteous and indeed try to educate and exchange thoughts. For Intance Aett will go "line by line" and rebuke or agree with a statement and express why. The expression of the why, is the true gold nugget, for its informative and perhaps a poster really did had a bad idea, but just calling them stupid does little to help them get over it and is likely to perhaps get them to stop posting and contributing; then the whole community is at a loss, for they may have had a great idea later, but it will never happen because of the offensiveness of a person or two. I have seen many times a poster start with a weak idea, and as the community constructively works on it, evolves into an awesome sugggestion. The laters is what I would much rather see as our norm of behavior.
Hugs
Stormy -
Thank you very much sweeties, a Gal with three children and a husband (fourth child) can at times get a bit disconnected with the evolution of things...
Thank you, and hugs
Stormy -
Aett I am expecting an apology for the 4 year old reference from the poster who amde the reference. I have no issues at all with an intelligent discussion, such as you have the courtesy to make.
There may be an issue with AVs, but take a hold power as a point of discussion. If sufficient controllers, dominators are envolved, they can arrest the AV for practical amounts of time. The denial of an effect such as Invincibility, is not really making the action easier, it is only denying a time sink. Lets talk about Reichsman, we all know we can defeat it with a certain level of safety, the reason he takes so long to defeat is his spam use of invincibility when he is down to 25% hit points, while he is under this state of invincibility, the rest of team who got him don to 25% is in no risk to speak off, as so many other players are quick to brag, the proper use of debuffs turns him into a kitty. So a denyal power, all it would do is cancel the invincibility and allow players to defeat Reichman in a time sense similar to other AVs who do not abuse certain abilities.
My suggestion does not make things a cakewalk, it only removes the time sink component. My example of the Paragon Protector, he was already beat, his going into MoG is nothing but a time comsuming annoyance. Unless one is to equate, boring time annoyance equals challenge, then yes, I stand corrected. But for myself tedium, repetitive actions are annoying and not really a thing I would consider a challenge. Perhaps Reichman's real challenge, is that it takes so long to defeat him, that the challenge is to keep the players from aboandoning the TF out of boredom.
Hugs
Stormy -
While the idea has some merit, it is really not needed.
Sadly if you want purples, and have the money, just buy the influence from the in-game spammers and then buy your purples. The mechanism, as saddly as it may be, already allows for this.
With regards to buying influence through the official NCSOFT store, would be preferable than through outside companies, if this has to be. Frankly I much rather have NCSOFT profit from this and pay the developers to fix bugs and make new content with the profits, something external companies will not do.
But in general, both concepts you present are bad things for the gaming community. The introduction through external companies, is in my opinion a reason a good part of why the prices of recipies, salvage and what not to be so high.
Hugs
Stormy -
Quote:the whole point of eb's av's is to be a challenge, not a minion with a whole lot of hit points. i really am begining to think that this is not the game for you stormy. if you want a cake walk game i suggest anything that is rated 4yrs old and up.
Sweetie, that is an insult.
You take my comments at an extreme, and then make some sly remark afterwards.
I expect an apology from you.
Stormy -
Giggles
Sharker, by the time I posted my comment you answered...
Perhaps being short and to the point, can be interpreted as rude and offensive, despite that perhaps that was not your intent.
Hugs
Stormy -
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Quote:I wish your words were true, but against AVs and EBs if the holds ever take, they don't last long and they get to get off their effect anyway. I am looking for something that will cancel the effect, but not really be as total as a hold would be.yep. wish granted. controllers and dominators already have this. it's called holds. not immobalizes asthe baddies will still be able to attack, but holds.
Hugs
Stormy -
I don't see the ability turning off the effects of other powers on others, the other power sets have those abilities such as clear mind comes, giggles, into my mind.
I would love to have the ability to engage EBs and AVs who tend to spam some of their powers a bit too much, such as Reichman and his Invulnerability, just think he engages the power and a couple of Defenders turns it off for him. Or those pesky Paragon Protectors, they get beat up, and yeap, the God Mode power comes up, no way to prevent it either and thus team boredom occurs till MoG expires, this way a player can turn MoG off and let the team be able to go on with the TF instead of having to wait for the PP to e done, sadly most of the TFs with PPs are kill all, so its not like we can say, forget the jerk and lets go on.
Hugs
Stormy -
I was wondering...
I seen some comic books and cartoons about super types that their power is mainly denying others their use of their powers, in some cases, not only they get to deny the use the power but they get to use it for themselves for a short duration.
So why not have a Defender and Corruptor set that does exactly that, give them a status effect like power that can turn off toggle powers or the effects of button powers.
Perhaps the first power is one that denies the use of an attack power for a nunber of rounds, while scary its not that bad. After all most characters begin with a couple of atatcks anyway. Which attack power could be randomly selected or if the denying players is skillful enough to activate it as the target is activating an attack power, maybe that attack power is disabled.
The second power could be a denial of a defensive power, be a resist damage, defense, status effect protection, etc. Once more it would be done randomly.
The third power denial ability could affect a travel power, does denying the target the ability to sprint, superspeed, fly, hover, combat jump, acrobatics, etc. Once more this can be done randomly.
The fourth could be an activation denial power, such the ability to turn off the MoG effect of a Scrapper, etc.
These are only suggestions, what do you all think?
Stormy