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Posts
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Joined
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The MA is indeed a PL/farm tool but keep changing it backwards (e.g. removing stuff) and it'll be totally useless, except for the 3-4 ppl that enjoy doing generic, random cave missions or something.
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So, basicly you say here that when I do normal mission with team, I would not be able to get full team of players? Just wondering if we play same game.
I would call it more like 50%/50% player base situation.
PS: My team search and my character descriptions reads: No farm missions. Strange is that no-one has invited me to any MA missions, but I do get invites in normal missions every day. -
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The base salvage you have left you can either sell or convert to normal salvage
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Are You saying that there is salvage what has no use today at all? Like some salvage is old (base) and it got replaced by some new salvages? -
I was about year away and looked my personal base. I notices someting, I have salvage rack what has 897/30 salvages in it. My question is, did salvage rack use to have higher limits or how come my rack has so many salvages?
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Yeah, I do agree. All mmorpgs has this same problem, they are too static. Meaning, what you do in game has very little meaning. Like OP sayed, if You clean streets, that would make the streed more safe.
Like having some strategy game behind the game. Like every zone should have they own stats about the enemy activity and npcs happiness situation. Like, if players doesn't clear streets, the enemy spawn size comes bigger, what increase amount of enemies in zone. Npcs would become unhappy about the situation, because streets aren't safe. Players could read the situation from the info points.
Now how to reward players cleaning the streets. Example, the npcs happiness could affect the rewards they give. Example, when the streets are more safe, the enemies are mostly bosses and LT's, with better rewards. When the streets aren't safe, the enemies are mostly large group of minions. Little conflict here, yes, but not for npcs eyes.
Of course there could be more spawn and less spawns too. Not sure if that's possible, because all spawn seem to ALLWAYS happen in same spots.
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But back to events...
I still would think it nifty that if the players failed to stop a fire... it would spread or.. give a new look to the zone. Just as Recluses victory was shown after either heros or villains won.
For Skyway, perhaps the amount of trolls have gone out of control. The police are dersperatly trying to stop them, but the zone will need player intervention. Put fire's on buildings, huge amounts of trolls and supas on the street going rampant. Like I hear hollows was before the first changes?
But alternate zonegraphic... or just more spawns of said villaingroup would be fun, I think.
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This looks like fun, but has same problem what every event, they are also STATICS. What player does has no meaning at all. So, if players action doesn't mean anything why to do it at all. Some player does it because it's fun, but it isn't fun in long run, if event keeps repeating it self.
Example this current event about Rikti war. I mean if players could avoid fighting, what would it do? Notthign at all, it doesn't matter does player fight or not, the result is the same. That's the problem with normal events. My point is that players actions or not doing actions should have consequences. Meaning that every event should have at least two different outcome depending how well players did do. More like permament changes or changes what couse different direction.
Example, the fire. Let say players did well and they got fires down fast. So after the event, the situation is back to normal. Let say that players where lazy and alot of places was burn down. Now this could lead new event, rebuilding the place. Again does players help enough or not? -
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Sadly if the purists end up getting their way there will be 3 people left in the MA, because no one will use it.
Thats why Victoria, you are [censored] in the wind. More than anything this needs to be a popular, as in well populated add on and they aint going to do anything to flatten that.
They can do without another disaster at this time.
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What's the point of having MA if there is only farmers, powerlevers and new people as victims who has no clue what's the CoH is all about.
MA is farmers paradise, notting else, most of others has allready stoped using MA's.
So, basicly I see as better option not to have MA than have them like they are now. Because it spoils the new commers. How ever, better option would be fix MA's so that they aren't just for farmers and powerlevelers. -
@Razor_Shultz
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You're never going to remove the incentive for players to level 1-50 in the shortest time. It doesn't matter what you do, o who they ban, or what the devs restrict EVERYONE in the game from doing.
Farming will exist as long as games with levels and items that can be reaped from repeating the same action over again.
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No-one can remove farming, but they don't have to make it easy. People who know better what MA's are has already stoped doing them. Example I don't do MA's at all, because there isn't anything more than farming. Sure, they could be some good missions too, but teams are not doing them, they just farm.
MA = Faming and powerleveling.
If someone says it could be more, yes it could be, but it isn't. MA's idea is good, but how it's done, is badly done.
@Golden_Girl
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I'm pretty sure the devs know that - what they want to do is stop the 1-50 being quite so fast
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It's not about stoping farmers fast leveling.
In my opinion it's more about stoping it's affect to new players and all other normal mission players. New players should do normal missions, because they haven't seen them before. Those missions will teach them to play in teams and allows them to feel what this game is all about.
@General
Now at the moment, MA's offers super fast leveling option. Basicly in my opinion MA's have very bad effect in this games future, if it has one. Not because MA isn't fine as idea, but because farmers and powerleveling are abusing it and draging alot of new players in they ways to play this game. Also while they do that they limit normal players options where to get team members. Basicly spliting the CoX community two diffrent team potential pool.
How to fix it?
- Level limits, no auto sidekicking or allow 1-50 be in same teams. Example, zone limits could affects MA missios what you see in the MA list. So, In Atlas zone, MA's enemies are between level 1-5. Just put MA offices in other zones.
- Quality check by Company before any MA can be played by others than creator. Meaning, that company check players ready made mission, before it even shows to others in list. So, that players knows that it's okey mission. No missions where all enemies are just green balls. After MA is accepted to public list, it can't be changed by it's creator. Player can test MA's with others, while creator is team leader, but no-one gets rewards or exp while doing it. -
I sell recipies what are too low for me. I don't sell enchangements. I do sometimes sell salvage, if the inventory is full.
I did example make some lvl 15 invention: damage, because the cost is in long run less than buying DO's. How ever, I can't make lvl 15 Invention: Accuracy, because one of the salvage has so high demand that prices are skyhigh. So, common salvage doesn't allways mean it's cheap. -
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Well thankfully you're not one of the game designers.
People who pay their subs should be allowed to farm because farming helps create supply and demand, and in normal missions helps to pump purples into the economy which you buy.
And without farmers there'd be significantly less inf and purples floating around so the prices would skyrocket.
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How does exp affect this? I mean, you get those even without exp.
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And as long as they don't negatively affect anyone else (don't give me spamming invites or teamsplits QQ they happen anyway) they should be allowed to do as they want.
Farming isn't (but can be) an exploit, but usually it's harmless.
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That's the problem, farming does harms others and it's not harmless. If it's done by few friend with togather, it's mostly harmless, but that's not how it happens in CoX.
How ever, I don't comment more, because what ever I say, has no meaning to you at all. Because You just gonna dismish any other argument, like you allready did. So, no point to show the other view points. -
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There used to be loads of farming. Things have grown more quiet nowadays farmwise. If only because the Dev's made it clear that they will not tolerate farming.
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More quiet yes, but I am not so sure it has decreased that much. I get invites for AE mission teams pretty much every time I log in (sometimes even if the toon has "no farming" in the search text) and in the majority of the cases it is for farming missions.
Stepping into Atlas during prime time, you will certainly see non-stop farming requests and invites. Those farm maps with bombs are most popular; and every hour or so, you would hear people organising boss farm.
I have been getting endless amount of blind invites to a MA farm team; both in heroes and in villains. Not hard to spot which is a farm team: why there are disproportional amount of lowbies in the team where there are just not enough mentors or masters to go around.
MA farming is still very much alive and well; and no sign of stopping or even fading either. I have a coalition friend, if I could even call him that (he has been asking of nothing but me to PL him), who PL-ed his first hero scrapper from 1-50 in a matter of days. Not the fastest (shame on him!) but still unconventionally fast. He has been farming everyday in Atlas; knows very little about the game as well (where's the tailor; where's the entrance to RWZ; how to get into Midnight Clubhouse).
I think I am tired of objecting farming and PLing. The reality is: both activities have become a prominent and salient part of CoX. The concept of effort-vs-reward has long lost in some (that means you Positron!).
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I think this say it all.
Basicly I don't mind if some people farm, I mean it's they own choise. How ever, often those choise affects others, like.
Getting invites to team what's just farming, what is little annoyed. Team breaking up, because half the team wants to do farming and other half not. Farming lowers the accomplishment in this game. It also split the current population as one half is farming and other half not. Meaning it makes general teaming harder as it would not be allready harder enough with this low player base in servers.
In my opinion they should remove all exp from MA missions. These missions should not replace games normal missions, they should be there to do for fun when player has allready done most missions. Also removing exp from MA missions would raise the quality of the MA missions. Basicly lower the number of them and trying to make them more fun, not about exp. -
I would like to have katana in my back (as been katana scrapper)
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Suggestion: Implement a set of time spent on Character Badges. e.g. 100 hours, 250, 500, 1000, 2000, 3000 and above badges. This would encourage longevity on a character and be something to achieve.
yay or nay?
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I would say Nay.
Because it encourage people to leave they characters online, even when they don't really gonna play. We allready have veteran badges, what does it better. -
I started play CoH again after long break. My first expression about AE was not good, because this happen. I was lvl 8 scrapper when I got my first team invite (without trying to get). It was invite to some AE mission.
I had no clue what AE missions was so, I was happy to trying it my first time. So, what was it?
There was alot of lvl 49 green balls (hamilton) or something like that. So, I was little confused what lvl 8 can do against lvl 49 enemies as I was not sidekicked. When leader sayed target trough my character, I assummed I can hit them. So, I started to hit them. They seem not to fight back at all. So, I did this while when I figured that this hole missions was just full of these green balls. I was thinking to quit team, but I never quit team middle of missions.
So, I played the missions with others. Now what's the bad thing?
With that one mission my character did go from lvl 8 to lvl 15. That is not what I wanted, so I had to delete my character and start over. Of cause as been just lvl 8, it wasn't big deal.
How ever, I don't think some people understand that some players don't powerlevel or farm, they actually try to have fun and enjoy the missions and stories in this game.
What's the farm expoit?
If You can get 7 levels in one missions from enemies what doesn't even fight back, I consider that exploit. -
Here is the Patch note where is the base plot size rents.
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The plot size does limit little bit, but even basic 8x8 plot, You can do a lot. I have at the moment in my small base three 2x2 teleport rooms and there is 5 teleportpad with 10 beacons. I know I could have 4 teleport room, but I'm not sure that I can create enough power and controll for them with basic 8x8 plot, because wanna have medical and workshop room too.
I'm also thinking to upgrade my plot, but that cost so much that I'm not sure if I can do it in this year. -
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...when you can just join an existing, established one and get the benefits that much earlier?
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But what is the motivation to start an SG/VG when they tons already out there?
i just wanting people opions on the subject nothing else.
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I have single player SG, because I want my own base. I have no other interest or use any other SG related stuff. If I would be able have my own appartment to decorate with teleport and hospital functions, then I would not need base at all. -
Thanks.
It seems that 4 database may be enough. Changed little my Base, so now it has:
1 base room (2x2)
1 energy terminal room (2x2), with basic generator
1 controll room (1x4), with mainframe and 3 database
1 medical room (2x2), with basic reclaimator
1 workshop room (2x2), basic worktable, salvage rack and enhancement table.
2 teleport room (2x2), with 4 teleport pad with 8 beacons
So with very small change, I go a lot better use of it.
Power consume (620/1000)
Control (175/200)
So now I'm saving prestige to get one more database and teleport room. After that I need to start think bigger base =) -
I'm building my single player small base (basic 8x8 map), so far I got:
1 base room (2x2)
1 energy terminal room (2x2), with basic generator
1 controll room (1x4), with mainframe, database and 2 terminal
1 medical room (2x2), with basic reclaimator
1 workshop room (2x2), basic worktable, salvage rack and enhancement table.
3 teleport room (2x2), with 3 teleport pad
I did run out of prestige at this point, so need to do more missions =)
Problem is that I'm running out of control.
Power consume (390/1000)
Control (115/120)
So my question is how would be it smart to build more control?
Can one control room has many databases or is there better way? -
Did take while to figure why I could not put telepads in teleport rooms. Simple problem, telepad was higher than my room, so it did give red spot even in empty teleport room.
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You put them side by side, then there's enough room for one or two doors to the room too.
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Problem is that it doesn't allow. I have even empty teleport room and I can't place it there. It's all red, in hole room.
Is there, some limit what one player can put, like just one personal item? -
What's teleport beacon?
I see that teleport pad requires it.
How to I connect teleport pad to some zone teleport beacon? -
How You put two teleport pad to room what allows two in it?
When I try I can get only one placed.
How about bigger rooms how to You need to place tp's in them?
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I'm interested how many player have they own base and how many player has access to bases.
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1. Leader of SG with base.
2. Member of SG with base access.
3. Does not have access to bases.
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I my self have my own base. I notice that it's little problem, because I'm one player SG. As one player SG, I live in BUG's, not in SG's. I'm one player SG, because game force me to be, as You need to be leader of SG to OWN the base. I don't wanna be SG leader as collecting members. I would like to belong to bigger SG, not just because base, but because easyer to team up, but that's not possible, because base ownership. No, I don't join other SG's as long I have to give my earning to SG leader.
Basicly as it's very nice to have SG base, I think bases belongs realy to all members of SG. Current design means that leader of the SG is the real base owner. I think that's not so good game design.
Suggestion
So I was thinking, if we could all have our own base, but just connect it to SG's where we belong. Because You can decorate You own "base part" and controll it. This way people can belong to any SG they would wanna and the SG would have more complex bases. Also if someone kicks the member out of SG, the part what the members base does comes with the player. Player would never lose the work what he/she has done to her/his part of base. If You don't belong to SG, then You don't have access to this SG base what You have, untill You join other SG or make You own SG. -
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Actually, I'm pretty sure it has to be a fact that Spines is the best Scrapper set. Perhaps even, overpowered.
[/ QUOTE ]Damn right it is, Spines/Regen is THE ultimate PvE scrapper....Unless you're teaming with few empaths/kins, in which case spines/DA wins.
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Happens to be the ultimate PvP Scrapper too, wonder when it's getting nerfed.
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Actually I would like to know WHY people think spines is best PvP scrapper? Mostly I ask, because spines are known they good AoE's. AoE attacks aren't so good agaist single targets. -
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You can. There are certain modifications available online that change the files of the spine gfx, meaning that all spines in the game will look different. Linking to those is not allowed on these boards however.
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If the linking is not allowed, then it's big risk even using them? -
My only comment is that I don't think You should take boxing and tough so early. I asume You have more important powers to take sooner, like Reconstruction, Stamina.