TyrantMikey

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  1. TyrantMikey

    New to game

    Quote:
    Originally Posted by Westley View Post
    1. Welcome to the game!
    2. Everything you've ever learned in other MMOs, throw out the window. This game is unlike any of those other ones.
    3. Enjoy the JOURNEY, not the destination. There is very little "special" at level 50 that you can't enjoy at level 1.
    4. You're not a "noob", you're a newbie. A noob is someone that's been with the game for over a year and still doesn't want to learn anything new and thinks they are always right.
    5. I'd suggest either Tankers or Scrappers for your starting archetype. They are the easiest to play and also the toughest, so you'll die less often while you are learning the ropes.
    6. They are archetypes, not classes, and they are supergroups or villaingroups, not guilds.
    This.
  2. I may be missing something here in all this, but I've seen numerous mentions in this thread of folks who could not afford the listing fee for their drops. This confuses me somewhat.

    A listing fee is split when you post an item for sale: You pay half when you post it for sale, and half when you claim the influence. Further, because of the way that our market works, I know that I can get a very rare drop (say, a Deific Weapon) and offer it for sale for 250 inf. This makes the listing fee ridiculously low (something on the order of 7-13 inf). Finally, once posted at that price, it will be sold (usually immedately) to the highest bidder, and any remaining fees deducted from the sale.

    It seems to me that you only hurt yourself if you sell really high. It's not a matter of impatience, really. We have a blind market. Lowest bids go to the highest offers, and it's true whether you're buying or selling. That's just how it works.

    This understanding (coupled with a never-sell-less-than-the-vendor-will-buy-it-for mentality) has made it very easy for me to accumulate lots of inf on many, many toons. But, I readily admit, I could be wrong--and my understanding of how this works could be fundamentally flawed (I am not an economist). If it works differently, I'm a willing and eager student, and I'd be happy to be corrected.
  3. TyrantMikey

    Time Control

    Quote:
    Originally Posted by StormSurvivor View Post
    I would put this in place of the tier nine. While similar, the varied powersets would add flavour between controllers, and summoning yourself would just be cool. Of course, I can see potential issues with summoning a pet that is physically identical to you, and I can imagine the effort it would take to plan out the one or two powers per secondary. But I think that if it were to work right, it'd quickly become a favourite power of mine.
    Ah, but temporal mechanics would forbid this! Should a time master ever come into contact with his future self, it would undo the very fabric of the space-time continuum!

    Egads, man! What do you want to do? Kill us all?!
  4. Quote:
    Originally Posted by Blue Rabbit View Post
    Because one byte has 8 bits and thus can have 7 different states (assuming the 0000 is reserved for no current missions) and still be the smallest unit of information. I think.
    Um, no.

    A byte does, indeed, consist of 8 bits. But it can contain up to 256 distinct values. Depending on whether or not it represents a signed or an unsigned byte, those values are either -127 to to 128, or 0 to 256.

    The size of the data being used to store the information has nothing whatsoever to do with the number of active missions.
  5. Quote:
    Originally Posted by Zombie Man View Post
    Oh, that's completely different.

    I agree, but, remember, it took 3 years to get stores in that zone!

    In the meantime, I recommend Oportal to IP and back to Striga via gate there as the fastest way to get to a difficulty analyst rather than use Talos.
    This is a sound suggestion, except that you can't acquire an O-Portal until level 25, and you can get to Striga at 20 (Stephanie Peebles). That's a fairly long stretch if you're soloing the content, and the situation I'm finding myself in.

    In my particular case, I don't have access to a supergroup, and no O-Portal (due to level restriction). Best I can do is Pocket-D VIP pass. But, truthfully, not all players have that. It just seems that this is a fairly glaring omission from an otherwise very well-designed zone.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I think he's actually asking for a Hero Corps Field Analyst (the guys who adjust difficulty).
    Yes, this is, actually, what I'm looking for. The original post has been updated to account for my snafoo.
  7. Please consider adding a Field Trainer to Striga Isle. The nearest one is in Talos, and he's a bit of a jaunt from the Ferry.

    Thanks.

    EDIT: Duh. A Feld *ANALYST.*
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Having mentioned that, I paid close attention. There very much are real light sources scattered throughout the missions which have, at the very least, direction and distance. They're easiest to locate via the oldest trick in the book - bright spots on the floor, walls or ceiling. I ran through a CoT map and spotted several. They were concentrated over stone obelisks, magical circles, crystals and sometimes just smack-dab in the middle of the room, though not, surprisingly, at the many torches..

    From what I could see, these lights were both coloured and while, they had a specific direction, such that walking by them would shift illumination front to side to back, and they were only active up to a certain distance. The only really powerful ones are in Arachnos bases, though, and they'd be the easiest to check. Try and get one of those huge, huge rooms with the green pool at the bottom. This one is most easily evident.
    Not sure if this is the same thing, Mr.Tow, but today I was doing the Vahzilok story arc, compliments of Ms. Chung in Steel Canyon, and paid close attention to the lighting in the sewers on that last sewer map. I captured a few snapshots for ya that might illustrate your point. Because of the "foggy" effect on that map, it reminded me of the effect you were talking about, but I could be misunderstanding you.





    I've noticed before that the light sways with the lamps when I'm on these maps, and my position relative to th lamps is irrelevant.
  9. Quote:
    Originally Posted by cursedsorcerer View Post
    I think they did mention character revamps to characters with metal or glass in their costumes. They're gonna be SHINY and REFLECTIVE!
    Yes. Specifically, "this is great for shields, or armor, or any piece of metal or glass." So, theoretically, weapon blades as well.
  10. Having read the replies, and understanding the difference between combat level and security level, I still have to say I fully agree with the OP about the lost story-telling opportunities.

    I think it would be nice if there were junior superhero organizations in the COX universe (Teen Titans, anyone?) that were sometimes in over their heads, and needed big-league help from time to time. And they didn't always need saving, per se, but assistance cracking a tough case that turned out to be much larger than the evidence originally indicated. Because we are supposed to be big guns with the appropriate security clearance, we get called in to provide that assistance (or the occasional save).
  11. Quote:
    Originally Posted by Zikar View Post
    Originally Posted by DoctorParadox
    Quote:
    well, it seems like dopplegangers would be easy enough to make.
    Standard code rant.
    Exactly.

    P.S. Why doesn't multiquote work for me?
  12. Quote:
    Originally Posted by Ironblade View Post
    Unless I'm misremembering, wasn't the whole bit about half debt in missions implemented with the EXPLICITLY STATED GOAL of getting people off the streets? (To reduce zone lag.)
    On a whim, I went back through previous patch notes on ParagonWiki, looking for when these changes were made.

    Half debt in missions was introduced in I5 (Forest of Dread, when Croatoa was introduced). But I can find no mention (yet) of a mission completion bonus in any issue's release notes. Nor do the release notes state why this was done.

    EDIT and CAVEAT: Not denying the existence of said EOM bonus, just saying I can't find the issue in which it was introduced.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    But again, I highly doubt you'll be able to goad people outside with rewards. The convenience of indoor missions is just too great.
    I have to say, I agree with you, Mr. Tow.

    Unfortunately, it only makes my point.
  14. Quote:
    Originally Posted by Schismatrix View Post
    i heard the drama club is full of thespians.

    On topic: i agree with those who've stated that more than one character having the same first name is a non issue. Despite the fact that in the real world two people never have the same first name. It's a comic book world, try to suspend your disbelief a bit. They don't have the High Overlord of Names to extirpate any who take on similar names like we do in the real world.
    Begone, you! And take your filthy logic and rational reasoning with you! These are the intarwebs, and we are entitled to our irrationality!

    Hrmph!
  15. Quote:
    Originally Posted by Mr_Grey View Post
    The rest of the world looks at the Etoiles as a wretched hive of scum and villainy.
    Fix't.
  16. Quote:
    Originally Posted by peterpeter View Post
    That's the problem with all these zone events where the only reward is a badge. Once you have the badge, there's no reason to do it again unless it's really super-fun. You need to find a way to provide some special reward without leading people to just endlessly farm and exploit whatever it is to the exclusion of all other content.
    I agree with everything you've said, but this catches my eye most. It seems that the only thing you really get from street huntig is a badge, and many players just aren't all that into getting badges. So you have a high badge count. So what? If you have tons of alts, getting that high badge count over and over again quickly becomes a grind-fest.

    There are so many more reasons to stay indoors that it's just not worth it to do things outdoors. In the vast majority of cases, you won't do them outdoors unless you're told to (Defeat 40 Family in Independence Port), because the reward options are vastly superior when you're indoors.

    <SUBJECTIVE>
    The heroic feel of Paragon is gone now when I travel through it, because the street battles are missing. A key element of the city's flavor has been taken away, and to its detriment. I'm just looking for ways to bring that flavor back.
    </SUBJECTIVE>
  17. Quote:
    Originally Posted by BBQ_Pork View Post
    I'd do it.
    Only allowed during the Forum Tag mission:

    [Click Exit Mission]
    /b FIRST IN AFTER A REDNAME
    /em hurl
  18. Quote:
    Originally Posted by UnSub View Post
    Would catgirls puking on people be an attack or some kind of fetish (or both)?
    My god, man. Have you never SEEN a cat hork up a hairball?!
  19. Quote:
    Originally Posted by techboi View Post
    I don't think my nec/dark who summons past 'friends with benefits' would make the transition to kitties so well, but you never know....
    Sorry, I giggled.
  20. Quote:
    Originally Posted by The_Alt_oholic View Post
    City of Villains.

    City of Villains was CoH 2.

    GR will be CoH 3.
    I would have to disagree here. In my mind (and this is, of course, my opinion) a new version of the game, a sequel, would fundamentally alter the gameplay, plot, story, and setting. An expansion, on the other hand, only extends the existing setting so that there's more of it in which to play.

    City of Villains extended City of Heroes to include the Rogue Isles and all of its plots, characters, and background. Ergo, expansion.

    Going Rogue will expand City of Heroes to include Praetoria, all of its plots, characters, and background. Ergo, expansion.

    Neither City of Villains nor Going Rogue can be said to represent a fundamental reboot of the gameplay experience. The mechanics of building a character and enhancing them remain the same, the lore remains the same, the core setting remains the same, and so on. It's just being (or has been) extended. It could be argued that COV extended it more and that COV added Supergroups, but that's a very isolated case and hardly a sweeping enough case to warrant the term "sequel."
  21. Quote:
    Originally Posted by DoctorParadox View Post
    well, what if there were a way to combine the two? a common element of comics is finding something that leads to something else while stopping a crime, what about having missions that are triggered by defeating X amount of X kind of enemy? keep the numbers big, and then once you have that number, one of these people drops a clue that leads you to a mission, which could in turn lead to another, which could in turn lead to another.

    another possibility would be dropping either a unique enemy at random onto a map, or having, say, some CoT spawn in an alley of steel canyon, s that their very presence raises questions (just where does that infected in atlas Park come from, anyways???)

    this idea could increase street sweeping by giving a plot-reason for doing so. thoughts? if this is responded to positively, I'll repost it to the suggestions and ideas forum.
    I'm game for any kind of incentive that isn't game-breaking. Neither of these seem to be so at first glance.

    You could also consider zone-events that trigger if you kill so many of a specific foe. Kill so many Rikti, and a Rikti invasion occurs. Kill so many Outcasts/Hellions/Skulls and a gang war erupts. It would be interesting to see what you could do with some of the varous factions like the Family, but I am not sure I would do it for all of the factions.

    Other things one might do is to slightly increase the drop rates on outdoor mobs, or the amount of inf they pay out. Don't alter the XP, but buff the inf. After all, what you're doing is highly visible, so it makes sense (thematically) that your reputation would improve (or deteriorate, as the case may be for villains).
  22. Quote:
    Originally Posted by Ironblade View Post
    Firstly, there was no such nerf.
    Really. It's not that I don't believe you (seriously), but I've read numerous posts in the past that led me to believe that there had been one. Perhaps my confusion comes from the notion that granting a bonus to mission completion and halving debt in missions does (sort of) balance out to the same thing. But that's an uneducated guess, pure wild speculation, and an unmitigated attempt to save face.

    I'll do some research to figure out where I came up with the notion.

    Quote:
    Originally Posted by Ironblade View Post
    Secondly, you probably shouldn't use the term 'Patrol XP' since that applies to something completely different.
    I don't claim to be an expert on the game. I used the term here because, in context, I thought it was fairly clear. However, if the term "Patrol XP" refers to something different and very specific, I'd appreciate it if you could explain what it was so I don't embarrass myself (further) in the future.

    Quote:
    Originally Posted by Ironblade View Post
    People are encouraged to do instanced missions by two factors:
    1) End of mission bonuses.
    2) The debt you receive when defeated is HALVED inside instanced missions.

    I would suggest they are also encouraged by variety and stories. I find street sweeping boring.
    Duly noted, and agreed. But street sweeping is also a kind of variety, and with the plethora of mobs available on the streets, it can make for rapid XP acquisition without having to resort to things like AE farms.

    Surely I'm not the only one who remembers the days when calls went out for patrol teams? (And here I clearly remember the phrase "patrol team" meaning "street sweeping team.")
  23. Quote:
    Originally Posted by That_Ninja View Post
    I thought it is called Dark Mirror because of the new reflective surfaces and shadows from UM.
    If this is the case, I demand a new inherent: Windex.
  24. (Edits highlighted in yellow, based on corrections kindly brought forth by other posters. I can be taught! )

    (Warning: Free Associating to follow. Just looking for thoughts and comments.)

    I love instanced missions. I really do. But I have to say, I miss the days when you'd see heroes street sweeping and patrolling.

    If memory serves, some time ago, patrol XP was nerfed to encourage folks to do missions. This was incredibly successful. Now, you hardly ever see anyone street sweeping, and thugs rule the streets. There is also a perception that the game is dead because the players aren't visible on the streets (they're in instanced missions).

    EDIT: Correction. Patrol XP was not nerfed. A bonus for completing missions was granted, and debt within missions was halved.

    Then, along came AE. With the advent of AE, we had tons of new missions (good or bad), and new reward options. So players had yet another reason to do missions, but there was still no incentive to street sweep. So, between contact missions, radio missions, and AE missions, players see (what I imagine to be) a very tiny fraction of the online population outside of instances at any given time.

    I believe that the reason for this is because there's no incentive to patrol aside from badges. In fact, you're penalized for patrolling because you'll earn less XP over time for doing it than you would if you were doing an instanced mission.

    My point (and I do have one) is that I think it may be time to rethink the imbalance between non-mission XP and mission incentives. It might, in fact, be a good idea to incentivize patrolling in some way above and beyond badges. Doing so would bolster the perception that the game is not, in fact, dying, simply because more players would be visible (assuming they chose to patrol).

    EDIT: The problem, as I see it, is that there is no balance here between missions and patrol; with the nerf still in place, there's really only one viable option and I *believe* that datamining would show a disproportionate (and potentially unintended) amount of XP gained in instanced missions versus XP gained from patrolling. I would hope that the developers would hope for balance here. Even if you took the mission incentives into account, you'd find that the number of kills is completely out of balance. But I am not a dev, and I can provide no statistical evidence for this.

    I remember the early days of the game, when lots of heroes were visible in the streets all over a zone. As more heroes were present, more mobs would spawn. These days, many zones (like Steel) feel sparsely populated. It may not be numerically true, but it just feels that way. Traveling through a zone was a lot more fun when you would pass rampaging battles on the side of the street between villains and heroes, and not simply pass ten groups of Outcasts, each of which had a significant chance of deciding that they wanted to know what was in your purse or wallet.

    Anyway, thanks for hearing me out.
  25. Quote:
    Originally Posted by Scythus View Post
    Well here's the thing, one is named Desdemona the Glint whereas the other is simply named Desdemona. Ergo, the problem's solved itself.
    I wonder if there's a creative type at Paragon who's read this thread and suffered a massive, crushing facepalm when he/she realized they'd recycled an already used name.