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I was just curious what toons/builds people were playing even after they dinged level 50. Whether it was to purp out the build or hoard influence for another toon, concept/role playing, badge hunt, or just because it is so damn fun.
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Pretty much all the 50 in my sig, which is all my 50s save an unlisted Night Widow (who gets a lot of time).
In general my villains get more play time than my heroes these days, but they all get time. -
If the AE has no XP, it will be relegated to use by a niche component of the playerbase.
You'll find that the vast majority of people play this game and games like it to experience the new shiny of leveling up, not to experience Gone With The Wind: The Story Arc. If they get a great story while leveling up, many people will dig that more, but only a very small fraction of players are interested in story with no reward.
This feature was touted as an innovation in MMOs. I find it extremely unlikely that the devs will want to turn around and punt it into the corner where very few people will see it. -
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Just playing to fifty does not guarantee you enough inf to IO your toon with sets, Frankenslot? Perhaps, I've not done the math on that.
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Joining the chorus here. It's not supposed to.
This is going to sound more negative than I mean it: IOs are meant to be a time sink. They are intended to keep people playing and provide alternate means of "progress" beyond getting to level 50. If you were guaranteed access to set IOs as you got to 50, there wouldn't really be anything "alternate" about it. -
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how long do the effects of Chemical Burn nukes last? never really thought to look.
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120s. -
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So are they dropping more or less now ?
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Infinitely less. There are currently zero rewards in PvP of any type. -
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Also an exploit where you could quit the team and reinvite and your ticket count for the mish would start back at 0. One way to bypass the ticket cap closed. The seem to also have fixed the other one as well.
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The ability to reinvite people for the MA didn't change. When they said TF, they apparently really meant TF.
Whether ticket caps still behave as you describe or not I have no idea. -
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Isn't Tar Patch a pet like Freezing Rain? where each pet is a different "caster" and therefore they stack in practice?
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Yes, it is. -
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So then it's basically randomly selected from the eligible sell orders?
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Assuming no ties, it goes to the person who listed for the least amount below the amount offered.
When there are ties for the least amount, it follows the oddball order being described above. -
OK, it seems to work pretty well. A word of advice, though, keep an eye on the new character count/limit display. In trying to fix up the bio of a character I created in I14, I got the counter to tell me all sorts of things. At one point I had it telling me that every space character was using 6 characters of storage. Then it said it wasn't. And if you select and delete the whole bio, the counter doesn't reset. It also has problems deciding if you start at position 1 or 0 - it told me both at different times.
My best results were from nulling out my description and pasting it in from an external editor. You lose any line breaks, but they're easy to put back, and (according to the counter) don't cost extra as if they were being stored as <br> or anything like that. -
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Yes they said they will TRY and get a weeks notice for them. I have never seen anywhere that they said its official hard policy and they HAVE to give you a weeks notice.
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Please read any post I have made on this subject and point out where I either claimed they said that, or acted as if they said that. The closest I used was the word "promised", which I only used because it was easier than typing out the whole thing they did before over and over.
They established a precedent. They told us they would try to do it. I think that the least they could do when they can't/won't do it is actually tell us they can't/won't do it. And if they don't plan on giving us the 7 day heads-up (or telling us when they can't/won't), then tell us that.
But don't tell us you'll do something and then both not do it and not say you aren't.
The devs, mods and reps don't have to do anything, including release new issues. But the better they treat us, the better their bottom line. -
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Respecs with a new issue are pretty much 'meant' to be used up to adjust to the new issue, so I dont think the intent is for folks to hold onto them until the last moment.
The next issue hitting test is a pretty reliable indicator that another one is coming, so yeah If you don't start respecing folks at that point you have little sympathy from me.
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I didn't come here asking for your sympathy, and I sure as hell don't need your pointing our your lack of it. When you get in charge of the matter I'll be interested in your disinterest in my perspective.
What you're claiming is frankly made a bald-faced lie by how they claimed they were handling it previously. If they want to change how they're handling it to align with what you're saying I have no issue with it as long as they tell us. They didn't.
I don't know why it's so all-fired hard for you to get that through your head. -
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Its nice to have a warning, but come on, the fact that an issue is in test is in fact pretty solid advanced warning
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So the expectation is that we should just spend our respecs whenever a new issue hits test? I don't know if you've noticed, but for the past few issues, test has basically been in a state of perpetual release cycle. That's great if you're looking for new releases. It's not terribly handy as a respec indicator.
My problem is that they said they'd do something and then, for all practical purposes, did not do it. Worse, when they could have just said "hey, that thing we said? Sorry, we can't do it this time" they instead said bupkis.
Hell, if they'd never said they'd give us 7 days warning, that'd be fine with me. They did say it though, they didn't do it, and they didn't say they weren't when they clearly knew they weren't. -
A post by the previous community rep that they would try to give us just that.
Because I knew about that "seven days" announcement, I am extremely annoyed to find the respecs already issued. I too had a busy weekend, but figured that I was safe if I got my respecs done today or tomorrow.
I don't begrudge them flexibility on something that's a convenience to us. I do begrudge them exercising that flexibility without notice that the promised notice window was not valid. It resulted in what I'll call "misinformation by omission".
They need to choose one of the following: either stick to the notice window that was offered in the past or tell us when they can't or tell us that the notice offer doesn't stand any more.
Edit: Freespecs are not code changes. They are a batch job they run. There's no requirement that they provide the bonus respec at the same time they publish a new release. They could have waited.
That's where the whole 7 days thing came up before - they blasted out a freespec with no warning. This announcement in the OP met the letter of the old promise, but certainly not the spirit. -
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It's actually a rare drop so I think you would have to do gold ranges from lvl 10-20
http://wiki.cohtitan.com/wiki/Achill...istance_Debuff
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Gold isn't just any rares. It's stuff you typically can only get only by spending merits. Silver gives you rares which you can get off of (non-boss) mobs. -
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I consume more than I produce, so it still hits me in the wallet.
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I'm curious how that's possible.
Are you sure you don't consume more than you bother to sell? Because responsibility for that would fall squarely on your shoulders.
I play this game and I get 10s of millions of in worth of goods every couple of days of play, outside the AE and not especially farming. I do bother to craft what I get if it looks like that sells better (and it usually does). -
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From what I see, if you have the complete set, you get Ranged Defense +3.13%, Energy and Negative Energy Defense +1.565%, Area Effect Defense +3.13%, and Cold Defense +1.565%. Maybe it's just me, but I don't see 3% improvement of anything as particularly "amazing".
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Based on how +defense interacts with mob chances to hit you, and the paradigm under which you add up small set IO bonuses into large numbers, the bonuses on the Zephyr set are indeed amazing. They are also amazing because of the small number of slots required to invest in order to get these large (in set bonus terms) +Defense bonuses. Usually you have to invest six slots to get to one bonuse of the sort of magnitude these offer for two and three slots. -
Dude, I laughed really damn hard at that Blue Steel answer. That was very win.
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I would like the ability to put a hot link in as my toon's description, so that if someone clicked on it, they would be taken directly to my personal home page, where I could have flat text, line breaks, HTML, pictures, or even a 500-page life story for my toon if I wanted. CoH wouldn't have to worry about storage space this way.
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The only issues that pop to mind with this are these:
[*] On the benign intent front, I know people whose systems can't tolerate task switching while running CoH. (If my system was like this I would pull my hair out.) Having a click in the interface be able to crash the game is probably not a can of worms the devs will open. Ideally they would fix the root cause, but people having a workaround (don't task switch) gives them a reason to lower the priority on this probably challenging fix. Implementing the link idea would focus a magnifying glass back on the issue, forcing them to reprioritize it.[*] I bet they don't want to enable grief links. People would do it for sure, putting up things like tinyurl links to sites that exploit browser vulnerabilites or just nasty content, just because they could. It's a sad thing, but I could see the devs not wanting to let people go there.
Anyway, barring that idea's implementation, I say go ahead and put the link in your bio. Copy/paste makes it easy to transfer to a browser for people who can multitask with the game up. -
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(On a personal note, I find this whole thing kind of funny, didn't I suggest this like 1 1/2 years ago?
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I could be unclear on which thing you mean, but I attribute my 1st recollection of a conversion rate to Arcanaville in one of the 1st big discussions/arguments in here on whether/why/how to merge the markets. -
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Leaving aside the rest of the discussion for a moment, it seems to me that the devs made this argument obsolete when they decided to stop doing any significant faction-specific content develoment. Even before Going Rogue, every issue since i9 served to blur the line between Heroside and Villainside (with the single exception of VEATs, which IMHO were more like a late fulfillment than new development).
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Agreed. Under this argument, it's nonsensical that my villains gain infamy for fighting the Rikti in the RWZ, the Cimeroran Traitors and 5th Column in the past, or holographic threats in the AE.
People need to accept that the label is a nod to the RP considerations and not a constraint that is (or must be) enforced. Trying to declare it as being black and white when it the shades of grey are staring us in the face seems foolish. -
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You'd choose which market you wanted to access when you clicked on the terminal. If you're accessing the opposite market, you'd get a warning that you would pay higher posting fees. The postings themselves would not be cross-market.
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I understood that. What was that meant to be in response to? -
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Are you joking? I can't believe a dev would support rewards for idle time. Man talk about taking AFK farming to a whole new level! ... I say quote or it didn't happen.
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He's not joking. He said that. The quote is now gone.
It makes sense from a certain perspective, though, because that's the option that's essentially antagonistic to no play style.
To your point, you'll notice they didn't actually implement it that way. -
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Cynical, I don't know either. I think any kind of access to both markets (even through a third common market) will cause quite a bit of "upset" for a while. Limiting access would, I think, spread it out over a longer period, making it less disruptive over all.
I'm hoping the Market Gurus will weigh in.
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I don't really see it doing much. It's not as if there aren't a lot of people who are significantly wealthy who have or could easily get characters over level 35.
If you have the inf and want something from the other side on a higher-level character, all you have to do to bypass that limitation is have a level 35+ character. You use that character to buy what you want from whatever side is cheaper and give it to the lowbie.
As a result, I don't see this doing much to damp market fluctuations. All the players who will cause the biggest fluctuations would be unaffected except by the increased fees.
As a note, I suspect that it would mostly be villains footing the increased fees as you describe them, unless you charged sellers more at collection time - something I think players would significantly resent. ("I got less than I planned for because a villain bought it!") That leaves the increased fee to be footed by the buyer, and I don't think a lot of heroes are going to need to go looking on the Black Market for price deals.
I think a conversion rate would probably be a wiser course. When you pay X on the opposite market, it looks to the seller like X*C, where C is the conversion rate from your inf to theirs. This won't change the fluctuations that would result from supply and demand shifts, but it will damp the changes in currency value.
The downside to a conversion rate is all in the implementation. My feeling is that I would not trust it to an algorithm, but I'm also not sure I trust the devs to appropriately maintain it "manually". -
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Castle made a comment on the Dom buffs that made me a firm believer that it'll be i16. He said word from on high was that he either had to get the Dom buffs in with i15 or wait till i17.
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And there is that.
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We now have it from Positron that GR is not I16. -
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when you drop and republish an arc, doesnt it get a new arc number?
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Yes.