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Posts
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Joined
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If by nerfs you mean fixing broken parts of the game, then no I'm not quite tired of that yet.
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The reason is probably because they recently triple billed everyone for the magic pack (because of web page problems) and got a lot of complaints and had to give out a lot of refunds.
You should however be able to buy 2 items at once. -
I got the mission to "cure" 20 Lost and the wand with 50 charges so I figured I try to get more use out of it than just slapping around greys.
Got a rescue door mission. Cleared the mobs but because I converted the boss guarding the captive she wouldn't stop cowering. (maybe I didn't wait long enough for him to find his way out, I didn't know about that yet). Dropped mission.
So I got another mission a kill Boss. Converted the lost boss, mission doesn't end and my "ally" NPC continues to go nuts on the civilian versions of the lost, bouncing them all over the room while they try to run away. Finally the poor guy gets out of the room runs to entrance and the mission ends.
Then it gets really weird. I took a MA mission with Lost. Converted a bunch came out and my counter says "21 Lost out of 20 converted" and my wand is out of charges. Oh I am in trouble now.
Houston we have a problem. -
One other thing about damage allies is I prefer if they are optional rather than required. That way if you are strong enough to solo everything in the mission without them, you can leave them behind and get all the Exp/Inf/Tickets, but if you need them you kill one spawn and you are much stronger.
That doesn't fit every mission design but I find very often the allies aren't a part of the mission just there for buffage. Those should be optional.
I did this in Mail Strike! where there are 4-6 bosses and an optional ally right near start. My Dom can solo bosses easily especially with lots of minions to work up Domination, so why share the mission with an NPC? My Corruptor on the other hand is quite hard pressed and can use the backup. -
Another thing people miss is that when you pick a standard mob they may have more than one "look". There is an arrow to right of their picture in the editor so you can click it to get the one you want.
Citizens are the best example of this as there are tons of different Male and Female citizens. -
I think it is a matter of preference.
Personally I hate most allies that do lots of damage because that damage comes comes off of your experience reward and sometimes your tickets (if they kill a mob by themselves before you can even hit it). Sometimes, like AVs, a strong damage ally is necessary though.
For regular fighting I like an ally who is like Psi Control and Empathy/Kin. Beef me up and hold the mobs while keeping their damage to a minimum.
There is nothing wrong with a Leut ally if that is what is called for in the mission. Players have to learn to protect and/or heal their allies if they expect to keep them around. If they go from fight to fight without rest or checking ally and suddenly their ally dies, that is just poor play IMO.
Sometimes you don't WANT to make an ally who can absorb all the damage in the mission, and there is nothing wrong with that.
Actually a fun thing to do might be to create a mission with lots of minion level allies and the trick is to keep them all alive and herd them to final battle. -
Actually asking this question here will get a rather negative response because for a large part I think many players play CoH because they hate this as applied in other games.
I've done WoW and EQ and fought for (the spot) which is always hogged by Gold farmers overseas who basically never log off (someone else just takes their place). That is the definition of not fun.
I've done open PvP games and that is HORRIBLY messed up. Try to level up a character and find challenging mobs to fight when higher level players will just come by and whack you randomly. Again definition of not fun.
Personally I think the way to fix this in CoH is to make outdoor hunting "badges" for which only non-grey mobs you personally kill (so large teams covering the whole zone or sweeping Hazard Zones don't muck up the point) qualify. Killing 50-100 Skulls/Infected/Hellions in Mercy is very doable (and actually fun as a change of pace). Now if you make a few of them per level range 1 player can't get them all but I don't see that as a problem myself. Then give some small reward like merits for achiving the badge.
What is also interesting is the code that makes defeat half debt indoors. This was done for CoH and makes no sense in CoV where there are no Hazard Zones to farm.
The only way to make Open World really work is to make every piece of content randomly spawn in a different place each time. So to get the "magic" flute spawn it may happen in one of 20 places or limits a player from getting an item more than once or twice. Of course then you are back to requiring higher levels for content or farmers just keep creating new characters to take over their farms.
Do not underestimate the ability of players to break their own game or make it unplayable for others. Many will try very hard to do so. -
The name sounds like a good name to me as it is. Don't overthink it. Your first inclination is usually good.
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Not sure if it is nerfable because only 1 time in 4 will both objects be in front room. Plus if they are you will have to earn your tickets, as there is definitely risk since no tank can hold the aggro of that many mobs.
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If you read the Devs posts they always expected exploits to be a problem with MA and have always said that exploits and exploiters will be dealt with.
The fact that something may be exploitable is no reason to avoid releasing it. Under that reasoning you shouldn't have released the whole game. Every change, AT, powerset may be exploitable, but the fact is that unless someone catches AND reports it in testing the only way to find them is to release it and find them that way.
Although I will agree that I don't understand how the MA badges got out the door. 100 missions is a lotta missions. This not only encouraged cheating but discouraged people from playing anything longer than "Short" and made Neutral missions as popular as lepers with Swine flu.
Thousands of players are MUCH more inventive than the Devs will ever be. I remember many posts about how surprised they were about how the game initially developed.
To the TAB issue, this will be a good addition plus getting any mobs with level issues like Carnies fixed (lowest level is 30 villian but 40 hero so if a level 10 hero spawns a Carnie mission they will be bumped to 30 but mobs will be 40). -
As I remember (could be wrong) multiple choice endings/paths was something Positron wanted to add to MA and the game in general. Hopefully it just got caught in the crush to release MA and will be looked at again soon.
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Actually if you play a weak non-melee the results of bosses running away are far more interesting.
For those of us who can't stand and fight a boss it can be a massive advantage if the boss tries to run and you hit him with an immob (which slows them). This allows us to snipe and slap them silly while they don't fight back. Huge advantage.
Down side is if you have AoE debuffs (or no immobs) it can be quite problematic. If you are say Rad and put a debuff on the boss and she starts running around triggering other mobs on an outdoor carnie mission - it is like armageddon.
Likewise it is frustrating for my AR/Traps Corruptor when after setting up my Acid Motar/Poison Trap/Triage Beacon that 2 seconds after coming in range of them the boss heads for the hills and I am doing a Hawaii 5-O chase across piece of architecture in the game. Lets face it, how can I match their ability to jump around when they can jump into a tree and over the wall into Perez in 1 try every time?
Personally I think they run a bit too easily, it needs to be more random. Like 50% they act like they do currently, 25% they are more determined and 25% they are obstinate and never back off. This is "realistic" too as in both comics and real life some people (including me) just don't know when they are beat and should run away. -
Entered a MA mission and just got a completely blank area, nothing in sight in all directions. Fortuantely I have all the teleports so I ported myself to base then back down and reentered. That worked.
Only happened once though I thought it was just a glitch at the time. -
I would not play them for no exp/reward for the same reason I don't like PP.
Once I get a character to 50 I never play them again (I have no interest in equiping out). Getting nothing for my efforts and taking no risk makes the whole thing feel pointless.
It probably is anyway but it feels more that way to me when it is thrown in my face that way.
This question is related to another question:
Would you play if you started at 50 fully equipped and just played for the combat? How long would you stick around for that? -
Off the top of my head I would try a different file name. Remember it has to be a valid windows/apple file name and one that hopefully isn't in use.
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Personally I don't see why a hostage's level should effect the mission level unless they are set to fight. If I want GW to show up for a speech in a 1-54 mission suddenly it is a 40-54 mission. All I want is the skin not the powers. Very annoying.
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To the OP:
1) Publishing slots, this is a requirement of RL. Some would bury us in drek if slots were unlimited then you would have an even harder time finding good missions. Just swap out one mission at will if you need to. Have 2 you really like and 1 you play with.
2) Never send negative comments. If you liked the mission but it had spelling errors you can point that out but "Your mission sux" has no place in the game and will get you griefed. Also never tell people how YOU would do their arc. It is great getting positive comments, keep the rest to yourself.
3) Not matter the size some would still feel it is restrictive. Honestly I wouldn't want to see all the text doubled as then you'd never shut some people up. I haven't run into the limit yet so I can't really say it's a problem for me.
4) They are fixing what they can and yes it would be nice if a boss could guard your item (actually that is sort of possible). Bug fixes are on the way. The memory leaks are driving me mad.
5) Don't know anything about this other than the broken mobs.
6) As time goes on people ARE starting to play other missions. The real problem remains that if you have a bunch of buddies you get get 10 5 stars for a worthless mission, which gets others to play it. Meanwhile a worthwhile mission may get 1 person who gives it a zero rating because they couldn't find the boss and get 5 good ratings invalidated.
The problem I have with MA is I expected a bit more variety. All I see is the same mission over and over and over. Every one has one Boss (who is usually badly overpowered), Collection/Destruction, and Ally and some Patrols. I actually got a bad review for not including Patrols in a mission. Almost none are solo friendly for non-melees (usually because of the bosses)
So for the most part, the missions are inferior to the standard ones. Less imagination, less variety. Missions don't have to have a boss. They can also have multiple bosses. There is no reason every boss has to be immune to holds (standard ones aren't, in fact only AVs in standard game have the level of protection most people use). -
Not so much that slower leveling = longer play more that slower leveling = some level of accomplishment when you level.
Getting a level for 10 minutes play is no accomplishment at all and while some will enjoy it for a while shortly they will become bored either because they would have anyway or because the game seems pointless.
I have known people who left CoH before the great Power Diversification controversy BECAUSE the game was too easy to fight and level and they found it boring. -
I agree unlikely to see any change. The Devs didn't make this decision on a spur of the moment and knew some people would be upset.
They have posted before though that they feel players know when they are exploiting the game and don't feel any sympathy for them because of it. -
Only thing I can think of offhand would be an outdoor type mall. Can't remember the name but there is a long one around the base of skyscrapers that is about the best I can think of for that.
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to paraphrase, "You people are too stupid to know what you want"
Troll elsewhere please.
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Just because people don't agree with you doesn't make it a trolling.
Welcome to the internet. If you don't want you opinions questioned stay home. -
Thank goodness they didn't make the names unique. Last thing we need is 20 threads about how all the good arc names are taken and inactive players should have theirs purged.
But all the best arc NUMBERS are taken. -
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I don't know if it's been fixed, but there is a setting for a rescue captive that when you lead them to the door, they then betray you and fight instead of just leaving. When I last tried to use it, they turned red but then were giving "invalid target" but that WAS right after launch. It may have been fixed since.
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That's the escort objective, but you can also make them betray you as soon as you rescue them, you don't have to lead them out.
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You have a choice of betray immediately or after being lead to objective. Like others I haven't used it, what I have done is had a ally betray you AFTER leaving the mission. You don't get to fight him you just get a message that he stole your stuff and took off in the Exit Popup. Then you fight him in the next mission. (Punkinator) -
If they give out tons of them they lose their "specialness". So don't expect tons of them to be given out all the time. I would expect a steady flow but you don't want the game to get to the point that in a year there are 2,000 DCs. (although it would be cool if there were that many good missions, that is like some kind of dream)
Right now I imagine the Devs are concentrating on MA fixes and I15. This being anniversary month there is probably a big push to get I15 out ASAP. Crack that whip Pos! We want out TFs.