-
Posts
1367 -
Joined
-
And I support your decision to be wrong.
Quote:And besides, you can never satisfy everyone! There will always be people who will cry and complain about the way the event was run, or the unfairness of the rules, or that someone cheated, blah blah blah.
So suit up and show up and just have a great time. If you don't like it, then you host the next one with the rules being on your terms. Simple! -
-
Quote:A bug that turns PC villains into attackable enemies?
- And toward the end, everyone spotted an orange name in our midst; Qugin. Selecting him showed he was a Stalker. Everyone screaming Rikti Spy and started to chase him. He was eventually defeated but it turned out it was a bug of some sort (that was confirmed by Niviene).
- Eventually, we got the event message that Rikti left Nerva.
Why is it that all the things labeled as "bugs" seem to be the greatest ideas? -
Quote:In layman's terms; It isn't that Devs HATE bases, base raids, and PvP. There just isn't enough reason to care.That's wildly inaccurate, and not really based in any sort of truth. Lets go over the basic history first to frame the questions here:
One of the basic problem(s) is that what the developers imagined the game would be like back in 2001, 2002, and 2003, isn't what the game has become. The game was originally founded on the same sort of gameplay basis as Everquest, with repetitive missions, constant grinding, massive street hunts, and endless weeks with no level progression. Many of these older influences are still seen in today's game if you follow the natural contact progression by following the contacts that sell your avatars origin of enhancements, or if you run the older Task Forces.
In the same way, bases were seen as something that would cater to the UO Pub Crowd, the sort of player who saw two hours sitting and doing nothing but chatting as equally important as spending two hours grinding towards the next level. Some of the base functions were extensions from the Pub / Town ideal, giving players a neutral zone... since there really wasn't a zone in the game until the Dance Party, and even then that wasn't really well known. A Pub answer only really arrived with Pocket D.
Other functions of the base were added on as they made sense to the game and how comic book entities like the Fantastic Four or Justice League handled their bases. Storage for personal items, transport to other zones, and so on.
In the early days of CoH, having a base with all of the zone teleporters helped players drastically cut down on travel times... but as the average power of the computer has advanced, and as new train station and connection zones have been added, the importance of having a base with every single teleporter has slowly disappeared. Speaking for myself, with a couple of my computers, I can take trains or ferry's and get to missions faster than players with mission teleport.
***
Base Raids and the Cathedral of Pain fitted into the original design scope of the game, when the development staff at Cryptic honestly thought they had to have PvP play in order to draw a successive playerbase from the established MMO's on the market. Market Reality, however, taught a different lesson.
Despite launching PvP play in May 2005, by the time May 2009 rolled around 4 years later, the paying playerbase that participated in PvP content had never left single digit percentages. Quite simply, City of Heroes was proof to the MMO industry that PvP play was not a requirement for a successful MMO... and as NCSoft found out in the financial meltdown of Tabula Rasa... PvP play was not enough to sustain a game either.
In game reality followed that external financial trend. The majority of the paying playerbase couldn't care about base raids. The idea of loosing several hundred hours of prestige just wasn't worth it. The plain and simple fact was, only the largest and active SuperGroup's with a full list of actively contributing members could ever hope to recover from a Raid. Getting that many people who were willing to participate in PvP, on one server, in just one Super Group... just wasn't happening. So, for the most part, Raids were limited to SG's play-raiding... basically trading back and forth Items of Power with no real damage to each base.
***
Cathedral of Pain also presented another problem, or at least it's reward did. The Invention Enhancement system completely replaced the old Items of Power in the game. Quite simply, the Items of Power are not coming back. This also rendered one of the original envisioned functions of the base system irrelevant.
***
There's also another factor to consider when looking at the history of the game. Back in the ending months of 2007 NCSoft bought the City of Heroes franchise from Cryptic, and in 2008 started pumping money into the company. We've already seen some of the fruits of that reinvestment with the information on I17 and Going Rogue released at Hero-Con.
What isn't focused on is that between the 2005 launch of City of Villains and the 2007 buyout, Cryptic tried to kill City of Heroes. The general idea was that Cryptic's Marvel Universe Online would be released and would replace City of Heroes. While the Paragon Studio Devs probably can't comment on exactly what went on at Cryptic, we do know that City of Heroes was essentially run on a skeleton crew across Issues 7, 8, 9, and I think up until 10.
Essentially, Cryptic wasn't willing to invest the time, money, or resources into seriously upgrading the City of Heroes game or examining underlying functionality. Now that NCSoft owns the property, Paragon Studios has the resources to do what Cryptic wouldn't... and again, we've got an idea what those results are going to look like over the immediate future of the game.
***
That pretty much brings us up to... now.
In the current environment of the game, the function of bases does need to be looked at. Paragon Studios also, when Going Rogue launches, will have the resources to look at the function of SuperGroup bases, if Going Rogue doesn't address some of the base features.
We can make a few guesses as to what the future of bases is going to look like.
Base Raids, as we knew them in the past, probably won't be coming back. The primary reason is that there just isn't a market for it, and the whiny hell-repping PvPer's can just get over that.
In the same way, Cathedral of Pain, as we knew it, is gone. There is a chance that the Task Force itself will return in Ourobous with a Merit Reward, although I suspect the Calvin Scott Task Force will be the first de-activated Task Force to be turned back on through Ourobous.
What I suspect the focus on Bases will be is to offer functionality that isn't available, or is separated from the game. Given the petitions raised at the end of each winter session to keep the Ski Resort around, I would suspect that some coders might find themselves implementing ski-able surfaces into Bases, allowing players to create their own internal ski-slopes.
I suspect we'll see development on Open-Air, Shadow Shard Style islands to contain bases, and I suspect we'll see tech work to make open-air / internal cave rooms work together.
I suspect we'll see an integration of the Base System with the AE system, so for those who want to rack up on SG defenses, they'll be able to use their own Base as a Stronghold for other players to assault in AE... without risking prestige.
What I suspect, and what actually happens... well. We'll see what the future brings.
I still try to be optimistic that ParagonStudios unlike Cryptic might Throw us newbies a bone who didn't get the opportunity to experience base raids and those of us that love base building. -
Quote:If it's only for the purpose of farming PvP IOs I'll definitely participate in this event.I propose that these should be set up both regularly and as spontaneous events.
Blasters and Doms only. The objective is to spam wins rather than avoid defeats.
What times would work best? Preferably this would be daily.
To start with, I will be hosting such an event at Virtue, 7:00PM Pacific tonight.
My Dom is Green Scare on Virtue.
P.s. What is your contact info? -
-
Quote:I'd agree with your argument, If this event were not being hosted by a rep of a community PvP group.The person who is hosting the event is the person who makes the rules. Those who agree to the rules, will participate and those who don't, won't! Pretty simple, IMO.
PVPEC: A player committee formed by Ex Libris to create and promote PvP events on the Live servers and the Test server. This community project, while started by a NCsoft Community Rep, has always been intended to be run by the players and thus was turned over to them shortly after creation.
Retrieved from "http://paragonwiki.com/wiki/Player_Versus_Player_Event_Committee" -
Quote:No, it's just not fun. It became even less fun after the implementation of PvP i13.PVP is fun for me, and I'm not very dedicated either...
The problem isn't that PVP isn't fun in this game, it's that it's not this game's focus. If people wanted to do dedicated PVP they'd probably be more drawn to other games. I enjoyed PVP before (actually, not so much), but I really enjoy PVP now....except for fighting stalkers. They get hit and run away from me :-(
This game's appeal was never PVP, and then they try to force it down our throats or entice us with candy, but now that candy is worth more than anything else in this game. -
-
-
Quote:So evading damage is no longer considered a viable tactic in PvP?The reason TS is on while heal decay is off is to even the playing field against healing type classes in a a suitable manner. This way you give the healer there full heals but they get suppressed so they can't run away from damage, thus never losing per say
Again I appreciate what you're trying to do but most of the PvP and PvE community are against travel supression. PvPEC should be implementing options that reflect the communities views on the current state of PvP.
I understand why DR is on; can't help that. You can remove TS and Heal Decay (my opinion). PvPEC should probably start a poll on arena options for future events if it wants to act as a community event group. -
Quote:I'll be excited when once a month or every other month Villains find a way around the War Walls and can invade paragon city.Well at least your server got the event. Most of us weren't so lucky.
If Paragon Studios wants to select one or two servers for beta testing a new event then they should say that's what they're doing. But instead of beta tests we get this all wrapped up as "special content for special servers" at the same time as free server transfers are implemented. Makes a cynical person wonder if they're trying to get people to move or something...
-Bux
Rikti invasions get old fast..Playable character invasions wouldn't get old. -
Quote:I appreciate what you and the PvPEC are attempting to do; however as a farmer and therefore an avid PvEr I tend not to participate in PvP events because of travel supression and the effects of DR on my builds. Unfortunately what lucky and empire pointed out is correct. I hadn't taken the inherent resist the new PvP rules offer into account so there's no way of getting around DR (FOR THE MOMENT). Hope the devs correct this some time within the near future. However you can eliminate TS.I'm keeping the rules like this. The goal as I see it of the PvPEC is to provide the communities with unique variations of PvP so as to bring both "PvPrs" and "PvErs" together.
I'm sorry if some of you guys don't like how we've structured this event but I encourage you to come out anyways. Not all events will be setup this way, but keep in mind were trying to add spice and diversity in our events to keep interest among the community. -
Quote:I would participate. But not under these match options. If the Devs ARE using arena options menu for data mining for future PvP changes; all three of those options need to be turned off.
Format: Random Draw 2v2
Weight: SHW (47-50)
Match Duration: 10 Minutes
Match Options: Travel Suppression On, Heal Decay Off, Diminishing Returns On.
Maps: Random. All maps will be in play.
Additional: Tier 1 Inspirations and Arena temps are permitted. One reset is permitted within the first 60 seconds of the match if a player disconnects. Sudden Death Mode does not count.
-
Quote:You are a pinata. Pinatas should talk less. d;DJudging from the attitude and replies... I think It'd be better if folks here try and remember that its just a game. This is just a forum, and it's not that serious. I come from a place that seeks to enjoy my play time... not take is so damn serious.
Everyone who wants to PvP will die at some point. Everyone. Zone PvP is not arena... theres no timer, no kill count, and ya know what... theres no winners and losers! Just a bunch of toons hopping around hoping to kill more than they die. the end.
If people Rage ever time they die in PvP... then I can understand the desire to Only roll toons that have been cookie cut due to their top notch status. It's not that serious to me. Don't make PvP into something it is not... which is that damn serious.
Quote:I quit at minute 5? GOSH YOU LOVE TO LIE. video proof anyone?
http://www.youtube.com/watch?v=Mp555fftQCQ
From what little numbers I can see - its something like 25 seconds left of the match.
GG. -
-
-
Quote:What RV were you in? There was plenty of drama-cast up until 12EST.So, I must admit, tonight was not my "first" night playing PvP. Last night I took a SO'ed, PvE build Spines/SR Stalker to RV and was owned as suspected. But I picked up on a few PvP tactics that helped me get the gist of what PvP was doing these days. But...
Tonight, I decided to take a PvP build, SO'ed out, with none other than a Stealth IO, Caws/SR level 40 Stalker into Sirens and to my surprise, the general PvP players out there were pretty damn challenging when compared to the old school PvP days. I was for sure killed a hell of alot more times than I killed, but wow, I must say, these guys and gals sure as hell did make it fun. Spirits in PvP tonight were friendly, nobody complained or became aggravated, and all in all, all players seemed to have a good time.
Even though I came into the zone with nothing more than a Stealth IO and SO's, I did not walk out of the zone feeling like I contributed nothing to the game. I must say all in all, the PvPers of this game has really impressed me. I walked out of the zone tonight very impressed.
I still hate the travel power nerf thing, but after experiencing tonight's game, I have to say, I will for sure be back to fight another day!
Thanks, Freedom, y'all rock!
And as long as you are dropping PvP IOs, you are contributing something. -
Not being a huge tabletop Role-playing geek... isn't it Vampire: the Requiem?
-
Quote:Nor do I, and you're correct, the skill level is entirely different on freedom. (if you can wade through the majority of the downs.)I don't see that kind of childish crap on Virtue, I also haven't seen nearly the skill level that I see on Freedom. Personally I would rather ignore the idiots and participate in better pvp.
And that's where we differ. I'm a very casual PvPer, the prospect of a good challenge isn't worth the irritation of freedoms server community. If cross-server instancing were in place we could keep to our respective servers and still participate in competitive PvP (Meaning Arena).
That's a long way off, if ever. -
-
Quote:Not so much my skin as much as I'm not interested enough in PvP to put up with the juvenile crap in order to participate competitively.It's funny you say that. Most of the transfers from virtue seem to have the fightklub mentality on lock. I heard one guy complaining about how tanks and brutes have phase on freedom and that he was switching back to virtue because nobody actually stood and fought here.
But yeah, if you don't have tough skin (which it sounds like you don't if you let petty crap like that get to you) freedom isn't the place for you.
It was definitely fun and I'm still recommending folks to freedom if they are serious about PvP. -
Quote:I'm used to joining a pug in Virtue's RV, calling targets and the members of my team actually cooperating as a team.How's that? Also, basing your opinion of a server on two total matches against bad players isn't a very good idea.
This rarely happens in freedom. You team and it's as if they're still soloing (surprisingly even in during arena matches). It's the fiteclub mentality. Probably not so much freedomers as much as the people who have transfered from other servers like Justice.
I'm easily irritated. Don't get me started on the SFs and TFs I suffered through on Freedom.
Anyway, if test server is ever resurrected I'll be more than willing to come and learn. I just don't want to put up with freedom server. -
Quote:I left freedom because the community there seems to take PvP far too seriously. I don't mind trash talk, I do it all the time. However, being PMed with "**** you n- *******"I find it to be the exact opposite. I moved one toon to Virtue and one to Freedom on the same day. While I will admit Virtue doesn't seem to be quite as "clickish" for arena matches, they have still been very lol compared to Freedom. RV has even been more lol. While broadcast isn't as bad on Virtue as it is on Freedom, I haven't found people working together as a team on Virtue, at all. Pretty sad and not very competitive IMHO.
As far as fiteclub, I never see it happen on Freedom because the zone is just too busy, Virtue I have seen and interrupted fightclubs several times.
or "You're a f*ing ***" crosses the line into personal attacks.
Really isn't what I was looking for in a PvP community.
You must not be on the same time we are on. Fiteclubs rarely, if ever happen and teaming happens a great deal because we are a smaller group.
Who do you play on Virtue?