The_Alt_oholic

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  1. Quote:
    Originally Posted by Squeakersman View Post
    Ive never really done anything with a dom past like lvl 10 (lol) But i will second the idea of more doms being played. They are a great asset to any team (permadom or not).
    Doms are a lot of fun. I play more hero than villain side, but I do like how domination works. My highest Dom is level 40+ something on a server that I rarely play on any more.

    I don't have any permadoms, so I don't think it was ever necessary to be a permadom.

    It's kind of like having permahasten, permaphase-shift (Man, do I miss that!), or purple IO's - it certainly isn't necessary to have them in order to play the game.
  2. Quote:
    Originally Posted by Motley_Cruel View Post
    So as something of a min/maxer, explain to me why I would want to play any other set, other than simply for flavor?
    Well, as a min/maxer, you really aren't trying to "play the game". Instead you are just trying to "statistically take the easiest route to defeat the game". The min/maxer challenge is in breaking the system by finding the weak point. Often this is determined mathematically by number crunching. I'm assuming that you did not data-mine the numbers to determine this yourself, so you really didn't even learn to "mini/max" the system. If this is the case, someone else mini/maxed and you just are using the resulting information to take the easy way through the game.


    You might only enjoy doing what you call playing by doing what you are calling min/max-ing. That's okay if that is the case, but the game and it's genre doesn't really make much of a difference. To put what I'm trying to say in perspective, I also do not think that players that are farming or power-leveling are playing the game. Also, when I'm working the market, I'm not playing the game.

    To play a game involves the flavor - aka the genre. That is to say enjoying what you are doing because it is in that genre and is part of the spirit of the game.

    This might seem harsh and confusing, but having a history playing RPG's (not to be confused with MMORPGs), which at this point seem to be called pen-and-paper or desktop RPGs, I have done quite a large amount of mini-maxing. I never went to a website to learn the tricks of how to find the best advantages in a game. I broke the games myself.

    So the reason to give up on your statistically best set of powers and try another is to try to enjoy playing the actual game.

    I can guarantee there are a whole lot of sets that are not the most mini-maxed, but I have great fun playing them. Yeah, even some that really numerically suck as regards to their calculated yield.
  3. Quote:
    Originally Posted by Red Valkyrja View Post
    I think I've come up with a way to allow for non-unique naming, Sam.

    Two ore more characters can have the same name, as long as they share the same global. So, not matter who you /tell /note, /ignore, it will be the same player. Confusion solved.
    The current naming system allows a name to appear once on each server.
    So presently TheNameICantGet can be associated with my account on Virtue, but another player can have TheNameICantGet on Freedom.
    I do have the same name on different servers in the game. You can only have the name on Hero or villain side as well - so I have have a MyCharacter on Heroside Virtue - I can't have a MyCharacter on Villain Virtue but I could have a MyCharacter on Freedom Villian (in which case I couldn't have a MyCharacter on Freedom Hero as well) - which, in fact, is the case for me.

    Your fix would throw a monkey wrench into the system across the servers, but I understand the angle you are going for from a single server stand point.
    Also, this does not help the naming issues that some players are having - it just allows a player to have their same-name across multiple characters. Which may clear up some new naming clutter, but will do nothing to change my other character names that are still unique across all my characters on any given server.

    I'm still for a random name generator being built into the game. (I don't have a problem with getting new unique names. And I'm not talking about crazy ones either.) I've posted on this before so due to forum rules I'm really not supposed to repost the info all over again, but, to cut to the basics, there is enough that the game knows about the character from the character creation system that it could draw off information to use to create character names based on the features of the character that has been created and only list names that have not yet been taken. Players could either pick from this list of name or enter variants of their own (to see if they are taken or not).
    Seems a win-win, but it would take development time.

    We know the basics of the standard "hero naming" conventions;

    power/adjective-gender identifier
    color power/adjective-gender identifier
    power/adjective/name-number

    Quote:
    Originally Posted by Samuel_Tow View Post
    To give you an example, you can go with The Hulk, The Incredible Hulk, Banner, Bruce Banner, Bruce, Dr. Banner or Dr. Bruce Banner. That's 7 names for the same Marvel character, all of them equally his, all of them equally appropriate, simply because he's known as Dr. Bruce Banner, aka the Incredible Hulk. Trying to suggest that picking one over the other is somehow not caring about it is absurd, because they are all things he is called and has been called in comic books and on comic book covers.
    Just to point out, all of these names would be against the EULA because they are referring to a Marvel Character. This would also include any crazy XxX HulK XxX or variant game-clan names.
    We are playing a superhero game, but we have to keep in mind and respect the copyright of others especially as it can have an impact on our game. Marvel DID sue. DC could very well sue. The DEVs are actively trying to avoid getting sued over the use of copyrighted names so keep this in mind when creating characters.
    It is not all right to use copyrighted/trademarked names in the game.

    On this subject, the name of mythical/legendary beings can't be copyrighted/trademarked in the US (I don't know about other countries - aka even those that would have access to the NA servers). An example of this is Nike. Nike is the Greek goddess of Victory. Nike doesn't have a trade mark on Nike. Nike has a trademark on "the swoosh" logo. The same would go for Thor, Odin, Hercules, etc.
    At the same time, naming a character Thor or making a "Thor" character that "looks like" Marvel's The Mighty Thor would be copyright/trademark infringement as you are in violation due to the visual intellectual property rights of Marvel and, therefore, it would be in violation of the EULA.

    I do not think that Samuel_Tow intended to condone the use of variant names of licensed characters in the game. I am just making it clear that it isn't okay to do so.
  4. Quote:
    Originally Posted by Dr_HR View Post
    trouble is people you didnt know about it for one reason....

    if they had announced that a "Dev" rikti raid was happening everyone would run madly to X server. X spot..which would lead to im guessing lots of lag with so many rikti, devs and players in one spot.

    but some people seemed to know the dev raid was happening anyway and announced it on places likes sals channel...thats how i knew about it.
    So your answer is that if you are in the "in crowd" that you should get to participate, but anyone outside of "the in crowd" knowing about it would ruin your experience?

    Another reason for me not to like players that feel that they are L337.
  5. Quote:
    Originally Posted by Orion_Star_EU View Post
    So, they wanted feedback...
    1. Server wide announcements on the Admin channel (perhaps do it on all servers in the server group, as some people have characters on multiple servers) - One of the biggest complaints I have seen is people saying they had no idea it was going on, and this would
    I was on Freedom yesterday evening.
    I even think it was during the time frame that this "event" was going on.
    I saw an alert about a Rikti invasion in Galaxy, so I went there. There was an inordinately low number of players in the zone fighting the Rikti considering that I was on Freedom. The other players on the team made comments about this as well.
    If I'm right, and I was on during this "event" then the event announcement system told me to go some place that the "real even" wasn't happening!

    So yeah. I'm definitely for in game alerts that let me know that this kind of "special event" is going on.

    I'm sure there was probably some chatter on the Freedom-centric global channels, but as I play on all the channels - I don't have enough global channels to have personal channels on every server and the global channel system isn't really set up to monitor specific channels per server even with the tab system (one is the data flow issue, the other is the way that the system handles the channels across multiple characters )
    So related to that fact is my character/side/server jumping alt-itis. If I was on a different server, I would only know that it is going on by monitoring the forums. I don't monitor the forums while I'm playing as it takes up extra system resources that the game needs to be using to run faster.

    So apparently I'm also saying that we definitely should have a system to alert those across the other servers (across the NA servers if on an NA server and across the EU servers if it happens on an EU server).

    This is very much akin to the Warbug PvP free-for-all that went down with DEV involvement on Triumph (I can't even remember exactly when it happened).
    There was no server announcements other than those of us that yelled out on the [Help] channel that the event was going on - there were probably people talking about it on their Triumph-based channels (but see my issues with this listed above).
    With the recent change to the [Help] /help channel to [Help] /hc channel (yeah, I'm a vet, so it seems recent to me), many players don't know how to use the [Help] /hc channel ...
    (maybe due to the issues with not being able to set up [Help] /hc as a chat channel in the chat system - /hc in the chat systems give you access to the global channel /hc which is not the [Help] /hc system - this has been pointed out before - so you can't set up the [Help] /hc channel and use the "A" active tab function of the chat window. I'm still actively sending out the /hc to use the [Help] channel, use /hc [message] message. In fact, while I was on Freedom last night, several more peopel were having issues trying to use the [Help] /hc channel. The [Help] /help channel used to be very active. I still think that this change was a very bad idea. I was a change to cater to new players that were too lazy to figure out that their was a help feature in the options menu and a detriment to everyone else that already had an active account and knew how to play the game. Since the [Help] channel is one of the few channels that a trail player can use - I still say that fixing this issue should be VERY IMPORTANT.)
    ...while others actively snub the [Help] /hc channel for use of their personal and often private global channels.
    I seriously think it was a bad idea to change the [Help] /help channel. Even worse was not to fix the issues with the [Help] /hc channel that have occurred due to the change.
  6. I've used some search fu, but I'm tired. Most of the Google links are busted and when I try to search the forums for this I'm getting tons of garbage to weed through. I'm tired to fight my way through it at this point, so post a link from this thread to another on this if you know it's out there.

    Here's the dilemma.

    Let's say I have a level 15 character and I want to run a level 15 arc in the MA.
    I go to the MA and I pick my level and some sorting features.

    Ta-da! I have missions that I can safely run at my level?
    No. I have a list of a bunch of level X=below level 15 to Y= level 50-54.

    When I want a mission "my level", I don't want missions that cap at some 30 levels above my character. Those missions have not been made a level 15 character to run ... and most of them contain custom characters or AVs that are really outside of the league of a level 15 character.

    It should be clear by now that a level 5 party can't run missions that are set for level 1-50 that include AVs. It is my feeling that the sensible level range for any arc can't be much more than 20 levels.

    Now I have made missions for low level characters. I don't have one currently posted, but If I had my level 1-20 arc posted at the moment, it would be buried in a pile of 1-54 missions when I searched for "my level" for a level 15 character.

    Why is that the case?

    It would be much easier if I could set the level range of the missions.
    That is to say instead of "My level" have two settings a low range and a high range. I want to find missions that are set at a minimum of level 5 and a max of level 25.
    There might not be many, but those missions have probably been tested at that level range and the enemies have powers that a character in that range can fight.

    Or maybe I'm the only one that tries to pick level ranges that aren't 1-54 in the MA. That may very well be the case.
    I know when I create missions, I create them intentionally for a level range and test them in that range to see if I can complete them or not.

    All I know, it is that it was very frustrating to try to find a level 15 arc when everything that was coming up was level 1-54 with AVs, Elite Bosses. In fact the only mission that was capped below level 54 that I found had "extreme lts".

    Just like searching the forums, I don't have all day to try to search for a mission. "My level" doesn't work as intended if it was intended to find a mission that character "my level" was really functional to battle.

    So I guess I would really like to be able to search for at least missions that are capped at certain level. I would have been fine attempting missions that were capped at 25, but those that go all the way to 50?
    A level 15 really isn't ready for soloing that and the MA is intended to be usable by all levels.

    I guess I can pull down one of my higher level arcs and put in another low level arc, but I would kind of like to play other people's missions that were built for low level characters and there doesn't seem a good way to search for them using the current MA search functions.
  7. Welcome to the game.

    I don't know how long you have played, but fairly new could mean anything from yesterday to a six month vet from my perspective. I'm saying this because I don't mean any insult by my comments as I can't gauge how long or how much you have played or what you may or may not have experienced in game.

    Though creating your own SG right-of-the-bat might seem like a good idea, you might want to join an existing supergroup first to get the feel of things.
    For one thing, it will give you a feel of existing supergroup bases, etc. - for another, it will give you a group of players to game with so you can get adjusted to playing the game.

    With a game that has been going on this long, there really are a multitude of good supergroups out there. There may very well be several that are based upon your concept and you would be trying to compete for players against existing larger supergroups with existing bases that are quite expansive.
    (Look under the News, Events, etc. heading for the Supergroup Recruiting threads)

    Just a thought.
    I would help you out on the invites, but I don't currently have a character that is not in a SG on Freedom.

    You might try just asking on the [Help] channel. In case you don't know, you can chat on the [Help] channel by using /hc [message]

    Good luck and have Great Fun!
  8. Quote:
    Originally Posted by Anti_Proton View Post
    While I see where you coming from, I tend to see my characters as "Heroes-in-Training" and when they finally hit 50 they are the type of comic hero that would get their own comic, because they have come into their own. The only problem is that here, that's where the story ends (TFs and Badging excluded).
    The fact is that CoH is now only limited by our own creative input.
    The AE has seen to that.

    If you truly want your character to live in their own comic, then we have the tools to write it to be exactly the kind of adventures that you think your character should be having.

    I'm pretty sure that AVs and scenarios can be created that will be a challenge to any character that can be build in this game.
  9. Quote:
    Originally Posted by KingSnake View Post
    Anyone else in the same boat?
    I'm not excited about End Game content.

    I'm certainly not going to delete all my characters that are under level 25 tonight.
  10. First off. I love this game.
    That is to say, I still love this game. It was great when I first started playing it all those years ago in Issue 1, and I think it has steadily improved with age.

    I want to thank the people that have done great work on this game, and, selfishly, hope that those that are starting off on new roles/projects in the game are very successful in bringing ups awesome content.

    But there is something that does concern me in all of this.

    Quote:
    Originally Posted by EMpulse View Post
    Always willing to jump in and get his hands dirty, Matt “Positron” Miller has handed over day-to-day management of the Design Team to Melissa “War Witch” Bianco so that he can focus on the critically important End Game system in addition to a few other “top secret” initiatives. We’re certain that Posi has made this selfless hands-on sacrifice not only to ensure that the End Game is the best it can possibly be, but also to make Melissa’s life a living…er… a lovely educational and professional growth experience. So congratulations and good luck to War Witch who now leads the Design team, boldly forging CoH’s path into the future.
    I don't need to point out the fact that some of us forum goers have been pointing out the fact that players should not be so obsessed about spend their time power-leveling and farming because THERE IS NO END GAME in CoH.
    Well, this pretty much kicks us someplace that might be censored if I use a term for the exact location.

    We have been patiently explaining to players that they should enjoy the game as there is no need to rush to level 50. I guess this release bursts that bubble.

    I would like to say -- as a veteran player that started in Issue 1 and has kept an active subscription since then -- that I do not feel that End Game content is critically important to the longevity of the game or the game in general. In fact, I think that End Game in itself says something with those two words alone.

    I certainly hope that this does not mean the End of the Game as I love it.

    It is my feeling that the community in CoH is different from that of some of the other large MMORPGs simply because there is no End Game. By-and-large the core CoH community has always been a friendly and helpful lot. I've seen that community take a lot of hits over the past year.
    When the AE was released -- bent over with it's pants down on the ground --, a different sort of player was attracted to the game. I'm sure that some money was made by attracting the kind of players that this drew to the game -- like ravenous sharks -- and then hitting them with a 10-ton ban hammer once the cash was in hand. I'm not saying that this was intentional.
    I'm saying that "critical" End Game content seems to be chumming the waters for that same sort of predatory player.

    Like I said, I can't say that I think it bodes well for the game to attract this kind of player, but it is not my company though I would say that this is my game.

    This is the only MMORPG that I play. I've tried and heard about others, but none of them were any good as far as I was concerned and the behavior of players as certainly part of the issues that I have had with some of them.

    I love this game. CoH is my MMORPG.

    I really don't want to see turned into a game that I detest and I decide to quit playing because the form of fun that I have come to love about this game is gone.

    I do understand that some are very interested in profits, and the profits seem to be with the power-leveling farmers, noob-hating gankers, and RMT/goldfarmer-supporting L337 players.

    In a 4-color world of superheroes, I often hope there is a chance to rise above this petty monetary system - but that is only because it is a dream world ... because in reality global capitalism sucks for a majority of the people on this planet.

    Well, here's hoping for the best. Maybe this End Game content will be something that will bring a new sense of team play and bright tomorrow.

    Maybe I'm just depressed in general today, but things suddenly seem a little darker to me...
  11. Quote:
    Originally Posted by NarfMann View Post
    Don't you know that all defenders have to be H43lz0rz!?
    Hold still!
    I'm trying to shoot you with my healing arrow!
  12. Quote:
    Originally Posted by Memphis_Bill View Post
    One other thing (that I've brought up elsewhere) - the SSK exemping rules need to be removed from the PVP zones. Most noticably in the lower ones (BB, SC.) There's already a powers gap from low (15) to high (25) - with SSK, that effectively stretches out 15 levels (level 30 powers available in BB, 35 in SC.)

    Kind of goes against the "making it more even/leveling the playing field" of the other PVP changes.
    Definitely a good catch on that one!
    Come to think of it. I don't think I've been in combat in a PvP zone since the SSK system hit.

    And, yes, the PvP playing field needs plenty of "making it more even/leveling the playing field".
  13. Quote:
    Originally Posted by AquaJAWS View Post
    It should also be noted that the server selection screen is ordered in a way that your last selected server is first, then the rest are ordered from lightest current load to heaviest current load. While that isn't necessarily who has the most players on for sure, its a good bet. Historically Freedom is heaviest followed by Virtue, which has more players focused on role playing.
    There's the info that I would have given.

    Virtue is the unofficial RPG server.

    Justice is the unofficial Oceanic server (time zone).

    Part of what you want to do when picking a server is not just look for highest population - unless of course you are from another MMO and are just here to grind - then by all means go to Freedom. They seem to be completely grind-tastic for the most part. Freedom is also farmer heavy, so if you are into that, that's the place for you.

    City of Heroes doesn't have what gamers call an "End Game". The game here is the adventure of playing a super powered being with other super powered beings and learning how to make weird power combination work.
    Seriously, learning how to fight with a team that has powers that you have never seen before is great fun.

    I would suggest making a character on Justice or Infinity. Though they aren't he most populated, they might be a little more accepting of less knowledgeable players.

    When I first started out, I made 2 characters on each server (leveled all those characters up to at least level 5, I'd say to play them to 10 theses days due to the speed of leveling), and now my character slots are full except for one slot that I added recently. This gave me the ability to jump around servers to find the ones that I like (I like all of them, but Freedom and Virtue have very much been on my bad-side of late) and also to find out what kind of archetypes and power sets I liked. I pretty much found out that I wanted to try more power set choices on the various archetypes.

    I have the most combined character levels in this order: Virtue, Freedom, Justice, Champion, Infinity, Triumph. The others are around half or less combined level-wise of either Virtue or Freedom.

    So if you have a bad experience on one server, I would try another before going back to that server. By the time you get back, the players that you were having issues with on that server probably won't still be in the same level range.
  14. The Pros seem rather obvious.

    The Cons include - less income for the DEVs to improve the game with, a free-tool to allow inf traders to safely move inf from one server to another (aka adding gold farmers and their customers), server stress during events when players are trying to move characters away from full servers - to name three.

    I'm sure there are plenty more.
    My main concern would be helping the gold farmers.
    I don't think that moving characters back and forth across servers is a good idea, but then the only use I have made of the transfers was to bounce one (the same) of my characters around 3 times in order to get the name I wanted - pretty much because I didn't name them correctly when I moved them to the new server the first time (and there was a naming conflict that didn't show up just moments before I made the transfer! [Always make sure to have plenty of time and don't rush when you get into one of these situations. It always seems that I'm in a rush whenever I am for whatever reason. Go figure.]).
  15. Quote:
    Originally Posted by UberGuy View Post
    I assume that most people who feel an influence pinch either:
    • Don't play a large number of hours / week.
    • Don't play much of the time they do play on level 50 characters
    • Don't make much use of the market as a "marketeer"
    • Don't at least sell your drops intelligently

    Uh, well, I don't feel the inf pinch. I start slotting up IO's at 15 or 20 - depending on how fast I'm leveling and if the components I need to buy are selling at what I consider to be a reasonable price at the time.

    I do play a "good" number of hours per week. I don't know what large is.

    I don't play my level 50's very often. (I rarely transfer inf across characters. Any inf transfers I do tend to be to sg mates or random team mates that haven't been been playing for very long)

    I am apparently a marketeer.

    I don't sell my drops; I use them.

    So I guess I'm about 50/50 as far as that list goes and still no inf pinch.
  16. Quote:
    Originally Posted by Zem View Post
    Yeah, but even someone who isn't AmazingMOO could fill several walls-of-text with what was annoying about the *old* SK system. I've run into this problem with SSK on zone events and the like before as well. A way to just de-select the mission and return the team to the leader's level would fix this little problem.

    On the flip side, my dom dinged level 49 last night... in a level 20 Cap SF. Thx SSK!
    I agree that the benefits to SSK far surpass the detriments. Of course, this doesn't mean that the system can't be improved.

    An option (a radio button on the team window) for the leader to declare the team "an event team" - which would automatically deselect the current mission and make the team the level of the highest level character on the team. If a team mission is selected then the "event team" status would turn off. If the highest level character on the team dropped on an "event team" then the team would become the level of the next highest character on the team.
    That would pretty much solve the problem, right?
  17. The_Alt_oholic

    Lifetime Access

    Quote:
    Originally Posted by Malin0001 View Post
    Say again that i paid the $250 and they put it in a regular bank account. Even saying they get 8.5% interest. That would mean at the end of the month they would get $21.25.
    Where do I sign up for this mythical bank account that pays 8.5% interest per month?
  18. The_Alt_oholic

    Vehicles

    Quote:
    Originally Posted by Slope View Post
    If you have any more suggestion please leave them, thanks for reading.
    I think it would be best to leave vehicles out of the game.
    I understand why some players would want them, but then players want to have horse, etc. as well.
    I think it is best not to open this can-of-worms and continue concentrate on individual superheroics in a team environment. The game does this well.
  19. Really there is a lot going on, and the 3-D effects are calculated or filmed with certain factors in mind. Most of this is based on the viewer being a set distance from the screen and assuming that the viewer has 20/20 vision.

    It's a matter of the two eyes seeing slightly different images and making a composite of the two. Your brain is making the calculations to combine the visions.
    When a computer tries to model this, the calculations are usually done on the flat. I would think it would be a matter of changing the calculations to match to the curved viewing surface if you were going to go that route.

    I agree that the lack of peripheral vision does have to come into play for any true 3-d surround kind of effect. I think that I see your point and the viewing surface would need to be curved in order to facilitate true surround 3-d. I fear that this would mean that each viewer/user would have to have their own surround 3-d monitor (for lack of a better word) in order to see the 3-d surround world as intended; as any viewer that was not in the exact point of optimal viewing would have a distortion of the optical effect.

    So for larger audiences, having a bigger screen that is father away would increase the number of people that would be closer to the optimal viewing point. Also, decreasing the curve of the screen would also increase the number of people that are able to view the effect with less distortion. If the screen is curved then you are not only talking about a distance from the screen center, but now all the effects must be calculated from the curvature which means that the distance that you move a way left/right - up/down which already effects the center point would amplify as you are moving further toward one side (curve) of the screen toward another side (curve) of the screen. The calculations for the effect being based on the optimal viewing point are are not able to compensate for the viewer that is not at the optimal viewing point.

    I think that the peripheral vision side-to-side is more important and probably able to implement in general; however, I see your point of having the scope of vision also extending upwards and downwards.

    The question that I really see is how much do you want to extend the field past 180 degrees, because people will turn/tilt their heads.

    But back to your question, I really don't know the particulars of that, but I think that I may have addressed some of it in what I had to say. maybe...
  20. Quote:
    Originally Posted by Reiraku View Post
    A few of these are already in PvP as it is.
    The ones (that I read) that aren't certainly show that the OP has no clue about the current PvP situation.

    (... and, no, I didn't read the whole post .. by the time I reached the point of how it makes sense to allow level 50's to crush level 18's ... I pretty much gave up reading any more ...)

    Anyone that says that the lack of balance between characters should be increased really doesn't get it. PvP is not far across the archetypes even before you add allowing level 50's all their powers (and bonuses for their level) to fight a level 18. The lack of balance that already exists in PvP is one of the major problems.
    Adding PvP only IO's was one of the worst ideas ever. I can only see it as a way to placate the few players that actually do want to farm in PvP zones ....err... I mean PvP. It certainly does nothing to help the balance issues.

    I mean seriously, as a player that has not played PvP you want to enter a PvP situation with your level 18 and get two-shotted by every level 50 that rolls by between your rez's?

    I didn't think so, you just wanted to be the level 50 stomping on the level 18's.

    Put the shoe on the other foot while thinking about all things PvP, and you'll come closer to what will make players want to PvP.

    I seriously do not think that anyone wants to have no chance of defeating their opponent. Running into someone that I can not defeat in PvP does not make me want to PvP; it makes me want to avoid them. If the idea is to make PvP enjoyable for all archetypes and levels, all characters must have the ability to defeat their opponents; otherwise, for one player there is no risk and for the other player there is only a matter of running or holding off falling/dying as long as possible (which may also include running).
    The archetypes and power sets are disbalanced at a core-level. This is obvious in PvE, and, in PvP, any difference becomes amplified.

    Many people have played one incarnation or another of Streetfighter. The characters have different powers, but, in the end, they are fairly balanced.
    You are never in a situation where you are picking a character that will never have any possible hope of defeating the opponent.
    You must rely upon your skills in manipulating the character. You can not rely upon your character having a certain power-gamer build, archetype, power sets, and enhancements that you have spent time to amass.

    To me one of the other main PvP issues is that the confrontations do not have a "comic book" feel to them. That is to say, they aren't happening in the kind of situations that one would expect to encounter superhero/supervillain combat. To me, the current non-arena PvP situations are very military game in nature and do not match up to the kinds of confrontations that happen in comic books.
  21. Quote:
    Originally Posted by Doctor_Zorka View Post
    NOTE TO THE DEVS: The IO system is great - it really adds a fun dimension of planning and tweaking. The Flashback system, together with the rules for IO Set bonuses make it even more interesting.

    The market in most IO set recipes seems quite thin, at least on the villain side. The dilution comes from two sources: (1) the number of IO sets - each offering a different assortment of bonuses, and (2) the availability of each recipe at each combat level. This dilution slows the market down, depriving subscribers of some of the fun to be had playing with this aspect of the game.

    So here's a suggestion to get the market moving a bit faster:

    (a) consolidate the IO set levels into just three - corresponding to the three levels of invention salvage (Low, Mid and High)
    (b) modify the invention Workbench interface to permit the user to choose the combat level of the enhancement to be created at crafting-time, and to pay the influence/infamy price according to that level using the game's current pricing scale (restriction would still apply per the game's current recipe range structure).

    A Low-level recipe could thus be used to craft the underlying enhancement at any level from 10 to 25, Mid-level recipes could craft enhancements from 26 to 40, etc.

    Since the Low, Mid, and High level ranges are 10-25, 26-40, and 41-53, respectively, this change could increase the market's liquidity by a factor of up to thirteen to sixteen-fold.
    After taking time to memorize a lot of recipe stuff, I would really prefer that they didn't change things around.

    Also, there I think there are other things that deserve more attention.

    I'd much rather be able to pull up a window that list of components that I'm missing from the recipes that I have on hand.
  22. Quote:
    Originally Posted by Exotica View Post
    ... I'd love to see a physical recipe book in SG/VG bases - one unlocked as anyone in the SG/VG contributes by collectively memorizing recipes....
    I would rather the recipe book to hold recipes than grant memorization to fellow sg/vg members.

    I also think it is more likely that the DEVs would allow recipe storage before cross-character/sg/vg badging.

    Being able to leave recipes in base storage for a higher-level character or one that is less economically-challenged to craft and leave in storage for the others is a great idea.
    I don't mind it being a small amount of storage (limited to one table per base and limited to 10-15 recipes), but any amount of storage of this type would really help smaller and less coordinated sg/vgs.
  23. Quote:
    Originally Posted by Bramphousian View Post
    Because I don't think I can solo an AV with a Tank.
    I don't even try to Sole AVs. EBs - yeah sure.
    However, I don't like passing up fighting AV's. Running into an AV while solo is a good sign that getting a couple of team mates might be a good idea.
  24. At low levels I usually run at the base setting until I can get some enhances.

    So usually around level 5 or so I go to +1 Dif, +0, Bosses, AV.

    By level 15 I try to be set at +2 Dif, +0, Bosses, AV.

    Once I start getting on teams that can handle it, I try to bump it up from there.

    I have had some fun with a 50's duo running at -1 or +0,+7, Bosses, AV. Just a lot of guys to plow through. Gives it that Dynasty Warrior feel.
    It think I even ran one that was +1 or +2, +7, bosses, AV.
    Though I can't say that I have run into an AV with a duo team while set to +7 heroes.

    Honestly, I haven't gotten used to this new difficulty system and it seems a bit unwieldy in the way it is presented in the interface of the contact and how it displays in the mission window.
    I guess having name for your difficulty was confusing for some, but it was a good way to explain what kind of mission you were doing without having to rattle off a bunch of +1's and Boss/no boss, etc.
    This has brought me to simply recruit teams by the level marked on the mission. I liked being more specific than that with the old system, but "Hey, want to join a team running (level $level +2,+1, Boss, AV) missions? Send a tell for invite!" just doesn't have the ring to it of "Hey, want to join an invincible level $level mission team? Send tell for invite!"
  25. There are always the often forgotten buffs you can get from the empowerment stations in bases. These can grant you some protection from mez effects.

    Also the self-heal in the med pool set has a limited amount of status protection for a sort amount of time.

    I usually carry a least one column of breakfrees (in the insp window) for characters that don't have resistance to status effects.