Void_Huntress

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  1. Quote:
    Originally Posted by Arcanaville View Post
    The way I would do it is the way CO *almost* did it, and then for some reason they either changed their minds or never intended to do it that way and it was all a huge miscommunication. I would steal the concept of frameworks from the HERO system. Thematic synergy would be awarded, but scattered power collections could still be made for the most part. The important thing is you could not have everything. When you can have everything, you're basically self-nerfing yourself hard not taking everything. That's why CO originally had a huge problem with melee-focused characters: melee characters were just ranged characters without range: a self nerf with no commensurate benefit. Here, being melee is meaningful. There, unless Superman has heat vision on auto he's an idiot.

    So in other words, if you wanted to be physically resistant to damage and have physically strong melee attacks there would be a framework for that, and those correlated abilities would cost less as a package deal. On the other hand, if you want to be resistant to physical damage but deal ranged lightning attacks, that would cost more ala carte. *What* you specifically correlate is the tricky question. CoH essentially correlates personal defense and melee offense: to get range you have to give up personal defense, or give up damage magnitude and trade personal defense for support powers, that sort of thing. A framework system would have to make more intricate tradeoffs.
    It's possible you could make synergistic connections based off of multiple tags (that might weight differently). If you want to encourage melee attacks correlating high durability, and ranged attacks correlating with some kind of support function, you can do that as certain tags the relevant powers share with their cousins. You can then have a set of other tags for things like elemental theme.

    This would encourage tightly themed specific role combinations, without ruling out themed combinations that violate role expectations, or unthemed combinations that are not a strictly consistent theme. On the outside edge, this still ALLOWS someone to go outside of both ... at notable cost.

    The tricky part is giving incentives to balance the options of more powers of your tightly themed powers (perhaps different effects that are each very effective in different situations) versus different attack types (different elements/whatever that would do more damage against certain enemy types).

    Different kinds of versatility. Applying Your Thing to more potential situations, or being able to do Different Things in different potential situations (but not as many Different Things as a tightly themed character... but fewer situations that would put you in a 'oh crap how do i hurt the guy that's resistant to my One Thing?' bind.)

    This is possibly not entirely coherent. I blame the somnolent powers of the cat.
  2. Quote:
    Originally Posted by Arcanaville View Post
    It can be overwhelming to try to get as much bonuses as possible in every direction. Try to focus on what you want the build to be good at, and then slowly add capability to that core specialty. It takes practice, but that's what Mids is good for: practice.
    As an extention to this note, something that helped me a few times.. Work to hit your first goal and then see what other things you ALSO picked up along the way. You can use one of those to decide what to do for a secondary objective.
  3. Quote:
    Originally Posted by Arcanaville View Post
    There's another thought I've had for some time now, and that is that another way to ensure that power choices are less quantitative and more qualitative is to simply decouple combat from rewards. Or to put it more simply, design your reward system so it rewards accomplishments more and kills less. Its almost MMO heresy to suggest that the majority of your rewards come from anything other than killing things, but it was also MMO heresy to make a game that is mostly instanced. If we are spending most of our time running instanced missions as opposed to street sweeping, our time is mostly spent running highly controlled mission environments with a much higher diversity of possible objectives. As far back as CoV beta I questioned why it was that a stalker stealthing to the end of a mission and clicking on the blinkie at the end was considered an exploit. Isn't that what stalkers do? Perhaps the reward was too high for that specific behavior, but why is it essentially *disallowed* in this game? Because it seems to be an obvious rule that if you don't have to kill anything, you're somehow cheating, because this game is balanced on the premise that your performance should be related to the speed at which you kill things.

    But if rewards came from a much more diverse set of objectives by design and intent not only would that make for a more interesting game in my opinion, it would lessen the advantage of quantifying the precise offense and defense of every power. When all is said and done, all of those calculations would have to somehow be compared to the potentially large qualitative but difficult to quantify benefits of stealth, fast movement, object manipulating powers, alternate damage types, etc. That would be like figuring out the optimal way to slot Combat Jumping without knowing how to determine the relative strengths of Dark Armor and Invulnerability.
    One of Turbine's games does EXACTLY this. It's all instanced combat -- there isn't even non-instanced 'sweeping' in public zones, if you're fighting, it's in an instance or it's arena PvP -- and they don't give ANY XP at all for kills in mission instances (there are wilderness instances where kills give XP, but it's a very, very small amount compared to mission rewards).

    Instead, you have a base amount of XP for the mission, and each player in the group gets that XP at mission complete as long as they participated. There are modifiers: If someone dies a bunch, they lose XP. If people exit the instance and re-enter, that gets a hit to XP.

    If the group hits certain bonus criteria, like killing most, almost all, or all enemies, they get bonus XP. If they hit certain optional objectives, bonus XP. There's even a bonus for killing almost nobody or actually killing nobody. This is possible in some of their missions with the right use of character abilities/spells.

    They also lean VERY heavily on semi-randomized optional objectives. Things that aren't always there (but obviously are pre-set for the mission itself).

    Personally, I've felt that that game had some of the best mission design from a gameplay standpoint in the industry. Those kinds of missions in a CoX style setting with CoX style character abilities and Paragon's writing (as per the Praetoria zones) would be AMAZING to me.
  4. Quote:
    Originally Posted by Arcanaville View Post
    The jumps *can* fail: specifically when someone launches Ion at the same spawn as you within the same second or so. If a target is flagged for an Ion jump, no other Ion powers can jump to that target until the flag expires. This prevents Ion from jumping to the same target over and over again, but it also locks out everyone else's Ion jumps from landing on that target also.
    Another unfortunate failure case is if your target dies before you complete the animation. This results in no jumps at all. It's similar to when Twilight Grasp or Transfusion are targeting an enemy about to die.

    It made me very sad when I discovered it, because I have this odd tendency in my SG teams to pick the same target for my Ion Judgement as three other blasters who are using faster attacks.

    I think two out of five Ion Judgements fail in team play for that reason. I mean, obviously this isn't a great burden to the team, we're killing enemies fast. But it makes me sad, because the folks with Pyronic get to see their attack go off even if the target dies, but my Ion is conditional.

    ... that, and the Ion doesn't animate correctly for me anyway so it isn't very impressive. :( (To clarify: I do NOT see any animation/effects for jumps. I only see the initial bolt over my character, and the bolt to my initial target. Without the orange numbers/letters, I would not know a jump had occurred.)
  5. Void_Huntress

    Tablet Support?

    Quote:
    Originally Posted by Arcanaville View Post
    if a native optimized port was done
    Oh, that would be very nice if it was something Paragon was inclined to do.

    I'm still sad they chose to go with Transgaming.
  6. Quote:
    Originally Posted by Samuel_Tow View Post
    Fairly easily - I make a Fire Blast character and, upon using a power, conclude that this power burns enemies.
    In a hypothetical system like Arcana designs, all choices would effectively be thematic choices, instead of "this is more powerful."


    Quote:
    Originally Posted by Samuel_Tow View Post
    I'm more talking about choosing between minor stats, like a few percent defence vs. a few percent resistance vs. a little more health. This is no longer an obvious choice, since no matter what I pick, I won't be able to tell what the result is without running tests and collecting statistics data.
    I don't really like the whole "small bonuses" thing. The IO system gives me a depth that the power system does not, but I'd rather not have an IO system if it meant I could have power choices that were meaningful.


    Quote:
    Originally Posted by Samuel_Tow View Post
    What's more, unlike picking between Ice and Fire, this is no longer a thematic choice. It's fairly easy to determine if my character should shoot fire or freeze things based on even the broadest of concept designs. It's not quite as obvious if my character should be a smidgen more resistant or a smidgen more elusive, when the net effects are practically unnoticeable.
    How about "I have the option of taking a new power entirely or making one of my existing powers a little stronger" ? Specialization versus generalization is an excellent domain of choices that don't have definite right or wrong (or stronger or weaker) answers.

    At least, if it's done correctly. *pointedly does not look at Other Game*


    Quote:
    Originally Posted by Samuel_Tow View Post
    What I fear is that you envision a complex system that tasks players to work hard at creating strong builds while simultaneously denying them the ability to understand what they're doing. It doesn't matter how complex you make the math - such a system will always be min/maxable, just limited by people's ability to do so. If you break your system down into small numerical stats and boosts, it will be a min/maxable system. The only way I can see a system where understanding the underlying mechanics isn't necessary - again - a system comprised of VERY few VERY large choices.
    Arcana has made it very clear in her posts this is not what she would do.

    It isn't what I would do, either. I have disagreed with her on some points, but the basic notion of designing towards "I have these two options which do completely different things, which do I like better subjectively?" is one I definitely agree with.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    That's actually more or less my standpoint in all of this: What's a good way to tie up all the numbers in such a manner that I get ONE answer at the end of the day. And in a lot of instances, it's possible.
    Good game design strives to make this impossible (or close to it), because if you can tie up all the numbers neatly and go "This is better than that", you've reduced meaningful choice. Possibly eliminated it.

    The goal is to produce choices that have actual consequence but whose actual value to a player is purely subjective.

    So that to THIS player, going THIS route is worth more than that route, because it provides benefits that this player likes more than the other benefits.

    This is something that Emmert clearly WANTED to do for City of Heroes back in the day, but didn't understand that the way to achieve this is through different KINDS of effects, not through hiding data so people don't UNDERSTAND the effects.
  8. Quote:
    Originally Posted by Arcanaville View Post
    However, I will say that the very thing that agonizes you about the system is explicitly intended by me. Not the agony part, but the part where given a group of players, some will feel that the toggles are not worth the endurance and choose to run an all passive build saving the endurance for other things, and some will decide that the endurance is worth it and run everything. That's what I meant by saying this makes an all passive build a legitimate choice.
    I think the biggest problem you're going to face getting folks to understand some of these notions is that because of the rather inconsistent (and misleading) units we get in-game (percentages that aren't percentages of anything, but are instead added values), and the opacity of the net effects (such as the fact that the amount of damage admitted decreases at a faster rate than your defense points increase) make it hard for people to really understand what IS happening, much less what MIGHT happen under a hypothetical other design.

    Not that all other MMOs manage to make this any clearer. Armor value in Certain Fantasy Games always makes my eyes cross, because I cannot tell at all how much a particular piece of equipment will help my survivability without referencing a chart.

    That said, I do agree that one of the biggest flaws in CoX's AT/power design is the lack of meaningful choices. For me, I have to go to the IO system in order to get that; the core powersets (and pools) by themselves don't manage it.

    Of course, sometimes there ARE choices with consequences, but in the wrong space, such as certain aesthetic options being restricted to certain ATs. I still don't understand why I can't have an Ice/Ice scrapper, for instance.
  9. Quote:
    Originally Posted by Mirai View Post
    Hmm. I thought that datamining was showing blasters got killed more often, not that the were slower. But you would know. And of course getting killed a lot will slow you down a lot.

    Hmmph. I'm a casual player, but I admit my play style isn't very conventional, what with the single target damage approach and standard difficulty settings. It's really hard for me to imagine blasters soloing slower than defenders or controllers. My only characters who can go as fast or faster than my blasters are scrappers and brutes.

    (Although... my Mind/Energy Dominator has been right up there ever since Domination got changed.)
    Many defender builds have sufficient damage to kill things and enough mitigation to be able to survive long enough to apply that damage. Either through self buffs, self heals, or debuffs (or in some cases, mez), a defender has many tools that are less available to blasters.

    The increased damage blasters have is for some cases not enough to balance their decreased mitigation options.

    It's possible to work past these limitations through playstyle, advanced build options, and threat selection, but when you look at what the base ATs offer, defenders just don't hit the floor nearly as often, so they can keep going at the same steady pace. It's not like what controllers or scrappers can do, but it is steady.
  10. Quote:
    Originally Posted by Arcanaville View Post
    In principle, I'm all for eliminating minimum team sizes on task forces so long as there is fair warning and an enforcement of literal minimums (if there's a mission with four simultaneous blinkies, the minimum has to be four).

    However, as a practical matter there are a lot of players who believe that if the devs allow it they condone it, and if they condone it they should make it accessible. Meaning: if you allow two people to start Numina, people will complain two people can't finish it successfully. They'll say there should be a switch to downscale everything including the AVs to just the right level of difficulty to make their duo able to finish it: that it should be tuned for them, because they represent the "normal" players and not the "power gamers."

    I like challenges. I would attempt to solo every task force that was logistically soloable if I could. This is a feature I would make a lot of use of: its been a long time since I've soloed a task force. But not at the expense of having to listen to people complain about the slippery slope surrounding task force difficulty or unlimited content accessibility.
    If this were to be offered, the only way I can think of would be to put it behind some kind of barrier instead of just at the actual TF contacts. A sub-zone of Oro, perhaps.

    Removing it from normal game flow could reduce (but admittedly not eliminate) the likelihood that people would consider it "the normal content, therefore I should be able to do it".
  11. Quote:
    Originally Posted by Cardiff_Giant View Post
    True enough... BUT,
    Don't forget the miracle of the Google cache!
    (That is, If you 're ok with just reading the text for now. Or wait till whenever they fix it = & maybe see some pics you've likely already seen, plus the regular bunch of banner ads.)
    When I try, Google doesn't offer a cache for the actual interview, only their feed and front page.

    Neither of which is remotely useful.
  12. Quote:
    Originally Posted by Arcanaville View Post
    The problem is the "flavor" obfuscates, rather than articulates what the system does. It could have been given a better presentation while still keeping all of the flavor if the salvage had just been broken down into the same categories the powers are: Physical or Psychic, Total or Partial, Core or Radial.

    <snip>

    It really feels like the names were made up first before any notion of what the powers were supposed to do, and then the powers were made to fit the names to some degree. That kinda drives me crazy.
    The first time I was in a completed incarnate trial in beta and saw the reward table, my reaction was frustrated bewilderment (to the surprise of one of the rednames on the team). I couldn't figure out what the hell my options MEANT, because they were all flavor and no function.

    I still can't, to be honest, I've just started picking things semi-randomly, because I haven't sat down to plan out ability paths yet, so I don't know what I will want. Then when I notice I already have a few of that tier, I just go 'Do I not have one of these yet? Okay, I'll grab that.'

    It seems... like a very lost opportunity.
  13. That is excellent, Garant. That gives me a lot to work with, and is a good example of what I was looking for (regarding methodology and logic). Thank you.
  14. Quote:
    Originally Posted by Arcanaville View Post
    I believe its possible the DoT from fire attacks acts like individual "attacks" as far as the AI is concerned: the AI sees "I'm damaged, I'm damaged, I'm damaged, I'm still getting damaged: I have to run away because I can't shoot back." Which may be why Fire is more effective at generating this response than most other attacks which just hit once.
    Hmm. I think I can provide some supporting evidence of this with some of my recent play-time. I've found that when I engage with an EB with just my single target attacks with standard ammo, they tend to stay there and slug it out with me. If I switch to incendiary, or use Hail of Bullets, they tend to decide to run off for a while.

    They're probably 'frustrated' (I think Castle or someone once referred to it as a 'griefed' state?) enough from not hitting me, so I figured the amount of damage might have been relevant.. But if ticks count for more, that definitely could explain it.
  15. Let me lead off with noting that yes, I know, defenders are not meant for this. But it's an interesting thought experiment.

    That said, I'd like to see about trying to build a level 50 for maximum personal DPS production. Everything else is secondary to producing damage, including self and team buffs (except ones that help me produce more damage output), and survivability. This may never actually go in game, but it's interesting for me to consider and plot, and I might use some of what I learn in the process for the build I actually end up with.

    I'd like advice on how to go about this. I'm not actually looking for complete builds here, but more the reasonings on how to approach things from that perspective in this context. The thought process, what things I should be looking for and why.

    I've tried doing some searching, but I mostly end up finding complete builds with little information, and guides that are for the more traditional (read: sensible) approaches for building and playing defenders.

    If anyone can help me locate some appropriate theory crafting, I'd greatly appreciate that, and any thoughts that can be shared are welcome.

    EDIT: Since I've already had one person ask, I'll clarify that the objective of this hypothetical is to generate the most orange numbers I can. It's not so much about KILLING things, but about doing as much damage as possible. Also, I'm not really looking at incarnate stuff here, just core build. At least, for now.
  16. Quote:
    Originally Posted by Eva Destruction View Post
    Another thought...once the majority of people have their slot unlocked and no longer care, it might be easier to stick those who don't on the reinforcement team. Again, it will come down to what kind of players end up leading these things.
    That's a really good thought. My initial response is "And what about threads?" But ... then I remember that actual THREADS are the smaller part of the reward rate with how the trials are set up, and folks who have already gotten all of their slots unlocked have probably gotten a decent number of threads for constructing parts already.

    I think I like this plan. It won't be a good one for probably a couple-few months still, but it'll be a good way to approach it long term.

    Quote:
    Originally Posted by Eva Destruction View Post
    Personally I think the thread costs of converting shards to threads are irrelevant, they are so low. IXP costs are a bit more noticeable, but still low enough to not dissuade impulse buying of iXP. The costs of crafting rares and very rares serve more to provoke sticker shock and protests of "but I don't have that kind of inf!" than serve as a useful inf sink. Because what good is an inf sink if people don't use it? I also think people are hung up on inf costs because they have some conception of how much 400 mil inf is worth to them. It's a cost you can look at and say, "but I've never had that much inf on any one character, ever!" or "that very rare costs more inf than my whole build." Nobody can say the same about 1000 threads.
    I think that's a really good point. I know I've been talking to a lot of my friends after they see these conversion costs that are convinced that they can't earn influence fast enough relative their shard acquisition rates... and so I sit down and walk them through how much they get per kill from enemies even with SG mode on, how much common 50 IOs are worth, the fact that rare salvage pretty much always goes for minimum 1 mil (and frequently for 2 and sometimes 3)... And that's without touching on common/uncommon salvage and non-common IOs. And they always end up then asking: Then where does all my money GO?

    I'm forced to answer, "Dunno. You should pay attention to that. It's not like we have real cash sinks or anything."


    Quote:
    Originally Posted by Eva Destruction View Post
    You earn 10 threads an hour running TFs? I don't think I've ever earned 10 threads an hour running TFs. I've hit 7 and maybe 8 once on an ITF, which usually takes me about an hour, but usually 5 or 6, and that's for the ITF. On other TFs I usually get less.
    I recently ran an ITF, a few of us with level shifts and other incarnate toys. I advertised it as a 'kill most', but I'm quite positive we killed every enemy on at least two of the maps, possibly more of them.

    Completion time was 59:57, and finishing off the last map took 5-10 minutes. I know I personally only got 7 shards from that run (eight after disassembling my ANF), and nobody indicated they got a higher amount.

    Seems pretty typical for me.
  17. Quote:
    Originally Posted by Eva Destruction View Post
    Fair enough. I guess I've been in too many arguments along the lines of "new content is better written because it doesn't have defeat alls," so I think it's important to make the distinction between better writing and better presentation.
    The implementation of mechanical aspects in Praetoria is .. mixed. I think overall it's better, but where we had endless defeat alls and dozens of glowies, now we have enemy groups that are substantially more powerful than the level equivalents on Primal, and endless ambushes. The latter is definitely not cool in my opinion, and for the former, I think some of the enemies could be toned down a squidge.

    I mean, I'm able to handle them on everything I've tried, but evidence suggests I'm a significantly above average capacity soloer, and rather patient when necessary. There's plenty of people who hit digital brick walls on this stuff, and that concerns me a little.. but despite that, with the availability of teaming, I think Praetoria is a superior early level range region than red or blue from a purely mechanical/implementation standpoint.

    Obviously, opinions differ on story content. Subjective things are subjective.

    Quote:
    Originally Posted by Eva Destruction View Post
    I'm really curious to see what happens as knowledge of how this works becomes more widespread. I'm sure there will be some jackholes who will try to hog the iXP for themselves, but it remains to be seen whether the non-jackholes decide that fair distribution is more important than convenience and efficiency.
    I've been pondering that. If I ever get around to actually leading a BAF, and they haven't addressed the rewards issue, I'll probably just do something like "Last three of teams 1 and 2, last two of team 3, you're on adds."

    It's less elegant. We've lost some functionality this way. But at least everyone gets paid.

    Quote:
    Originally Posted by Eva Destruction View Post
    Well in all fairness it's not like everybody else isn't doing it too.
    Because it's awesome. Every. Time. :D
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    This is probably the one part I want to comment on the most. I don't want to take away from your enjoyment of the writing, but I have to go Venture on this one and completely disagree. Praetoria's writing was pretty good, but it's ruined by the ham-handed approach to introducing morality to it, and anything since then has been a right mess. Current writing almost completely disregards the game's timeline, often ignores canon partially or entirely and doesn't actually make for a good story.

    A big part of my disappointment is that newer writing is starting to feel like an unimportant excuse to bring us from one mission to the next, and no-one cares to treat it as a legitimate story. Most of the time, stories are even written with placeholders. Like, we'll be looking to recover the "thingamajig" because it's very important for the "doohickey machine." WHAT am I looking for? WHY am I looking for it? Remember those old Rikti piles of bones? "doesntmatter." And it bugs me, because it feels like stories are rushed out and not given due attention.
    Quote:
    Originally Posted by Eva Destruction View Post
    Are you enjoying the newer storylines, or the newer gameplay? It's an important distinction that I've noticed a lot of people don't make. "It's fun to play" makes for a good mission, but not necessarily a good story. I love running the ITF but the story is weaksauce.
    Well, I'll agree Cimerora is weaksauce, that's for sure. But it's also not when I started enjoying the story in the game. THAT happened in I18 with Praetoria.

    For me, it very much is the story not the gameplay that I'm loving here. I can't stand redside because I feel THAT is "ham-handed" in that it actually tells me WHY I'm motivated to do things, and that motivation changes randomly. The redside content, through the writing, tells me my character is absolutely psychotic and unable to hold a coherent thought or objective for more than maybe 20 minutes.

    Conversely, in Praetoria, the game tells me what is happening, and I'm able to fill in the blanks with WHY my character is doing this thing. For me, a lot of the things left out are IMPORTANT to be unstated, because I can finish it in the context of my character. I'm much more engaged, and whenever I hit one of the morality choices, I actually have to read the options, then mull it over for a while, the game sitting there 'paused' while I try to work out what my character will do. And it's often agonizing to me because I can see it both ways.

    That, to me, is DEFINITELY engaging, and I'd like to see more of it.

    Similarly, the tip missions. If I see one that doesn't fit my character, I can simply drop it, grab another. More often I just play through them and treat them as apocryphal, since I KNOW it's optional. It's harder to do that redside when you pretty much HAVE to go through the stuff that bothers me in order to advance at all.

    Quote:
    Originally Posted by Eva Destruction View Post
    Just a tangent: for a while there I've had this idea in the back of my head to see if I could redo some of the legacy story arcs using AE. That's a five mission maximum....the trick is to do it without losing any story integrity. The one that got me thinking about it was World Wide Red, which would be very tricky and would probably require chained objectives to the point of extremely annoying, but To Click a Thousand Glowies or a Hero's Hero (or a Hero's Epic for that matter) could definitely be done. A Hero's Hero could be done in three missions.
    I've frequently toyed with the idea of reviewing older content as if it was AE arcs, providing feedback on presentation and how to use the available tools more effectively. I keep deciding it's too much work that likely few people would care about, even if the idea amuses me.

    Quote:
    Originally Posted by Eva Destruction View Post
    Mortimer Kal's SF is just a fancy MacGuffin chase. The entire SF is literally "Go get your temp power." Yes, it has some fun mechanics, but the basic story is about as deep as the one you get from the scientist in Bloody Bay.
    Haven't done it. Don't have any redside characters of the appropriate level. I moved them all blueside, or they're only redside to grab an objective (accolade or patron) then head back blueside. Or I deleted them and started over blueside.

    Maybe someday I'll get one of my praetorian characters to 20 that would reasonably go redside, and try again. I'm somewhat doubtful.


    Quote:
    Originally Posted by Dispari View Post
    In fact I got tired of waiting on Lore because I was getting ~8% per BAF, so I just spent 22-23 threads on finishing it off.
    This is a symptom of how earnings are distributed. As I've mentioned before, in TWO BAFs I finished the last of my Judgement slot and got halfway to Lore, because I was on the adds team and we were hitting the badge for handling the adds.

    I really think they need to revisit that, because it's unfair to give most of the rewards to one part of the league, when every team is just as critical.

    Quote:
    Originally Posted by Eva Destruction View Post
    It still doesn't help when people are firing off Judgement nukes on Lag Hill.

    Nor does it excuse designing content that their tech can't handle. People report "my powers look recharged but aren't" issues during the BAF, and to my understanding that problem is not on the player's end.
    Yeah, the time dilation issues are a well-worn phenomena, and I don't really understand why we're experiencing them on the trials. For mothership raids and invasion events, it makes sense; the server is having to deal with an entire zone's worth of people plus an absurd number of enemies. The trials are smaller, more contained, and as far as I can tell, with consistently fewer players and enemies than a mothership raid. If anyone has any insight into that, I'd like to hear it.

    (Also, I'm totally guilty of dropping my ion on lag hill. It makes me giggle.)
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    The game's complexity increases, and increases, and constantly, but the game's quality has - and I'll be frank here - not been this low for a very long time. And I'm not just talking about the numerous ugly bugs that have cropped up. The writing is "they just didn't care" bad, content is cutting corners and giving us ever less and less of a volume, "luxury" items like customization additions, costumes and environments are at a premium, developer communication has never been less frequent... It feels like I'm playing an EA Games product these days, and my concern is starting to turn frighteningly real. And that's saying something, considering how many years I spent being called a "fan boy" by people discontent.
    Hmm. I kinda see where you're coming from..

    I mean, I HAVE gotten the feeling for a long time that Paragon Studios is being micromanaged by NCsoft more than they used to be, but I disagree on some of the symptoms.

    I mean, yeah. The recent crashes? That's pretty peculiar. Some balls have been dropped somewhere.

    But when it comes to the other points.. I've been enjoying the I18 and later writing FAR more than most of what came before it. In fact, I've been running more of the late-game older content lately, since I've been working on things like accolades (for the first time since I joined back in.. 2006? Just never cared before), and I've been getting exposed to things like To Click A Thousand Glowies. Wow. That.. was phoning it in, compared to newer stuff. (Edit: Also, I can't stand pretty much any of redside's mainline writing that I've seen. I keep trying to play redside and I just can't do it, I always stop by late teens/early 20s, and go do something else... except for the redside tip missions. THOSE are fun to do when I dip redside for things like patron power access. Funny that.)

    When it comes to content quantity.. As far as I can tell, I19 as we got it was a stopgap issue slipped into production schedule because of I18 closed beta responses. I suspect the I19/I20/I21 content distribution was originally planned differently, and some things in I20 would have been in I19, and some things that would have been in I20 probably got nudged to 21.

    ... and yet, I18 was a huge content infusion, I19 had an exceptionally large amount, and I20 itself is at LEAST comparable to most of the post-acquisition pre-I18 issues between playable content and new toys. And that's putting it pessimistic, I think.

    I will concede that communication has... changed. We're not getting the personal touch from the people actually developing the game like we used to, and ... I miss that. On the other hand, while there was a drought in ANY communication for a while, we're getting a steadily increasing amount of responsiveness from the studio in general, between our new CM's presence on the forums and the semi-regular posts from Second Measure and developers by way of the community folks.

    It's a change. I don't know how I feel about it. But they didn't just shut the door on us (albeit it was perhaps pushed to for a while), and I don't think it's fair to suggest that's the case.


    That said, I do have other concerns. I'm still irate about the ncsoft launcher thing for instance (And I'm not going to consider switching to it until I ABSOLUTELY HAVE TO, and even then I may have to make a decision about how I feel about the game), but everyone has hot buttons.

    I still think the lack of anything that could remotely reasonably be called a 'solo path' for Incarnate stuff is a problem, but I'm willing to trust some additional options will be coming in time.


    In the meantime? I'm going to occasionally run TFs, occasionally run trials.. and keep solo-slaughtering romans with my blaster and giggling at the massacre. Because that doesn't look like it's going to stop being hilarious any time soon.
  20. Quote:
    Originally Posted by Arcanaville View Post
    My earning rates in trials might actually make things worse. I'm one of those people getting a ton of uncommons (in fact, my main got exactly *one* common table drop, the rest all uncommons except for two rare drops).
    In five consecutive BAFs, which was about 2 hours of play time, I got four uncommon table, and one rare table.

    I also got 22 threads, and hit two Challenge badges for two additional Uncommon components. Somehow, I got two empyrean merits. Not quite sure how that happened.

    A bunch of astrals, too. I'm not sure how many times we hit challenge items, but I know it was more than once for one of them.

    ... I also went from 0% judgement to unlocked, and 50-ish percent towards Lore.


    (By the way, for those of you keeping score, yes I was previously saying I couldn't handle events of this intensity for that long. That was true then. It seems no longer true now. Go go gadget pharmaceutical corrections.)
  21. Quote:
    Originally Posted by Chaos Creator View Post
    I don't get it. Wouldn't it be easier to fix them to work properly?
    From a production PoV, they can flip the WTF to tasks that are 'known' to work while development works on a long-term solution.

    It's sensible triage that doesn't require a hotfix.
  22. Okay, this explains something that was baffling me when I was checking on things..

    Right now, if you type /h, /help, or /guide by themselves, you get the ABSURDLY unhelpful message "Incorrect Format: try /help (Command Synonyms: /h, /help, /guide)"

    I didn't realize the slash command for bringing up the help window had changed.

    I'd already sent that in as a bug report, consequently.
  23. Quote:
    Originally Posted by Arcanaville View Post
    2. The instant you exemp lower than 50, you lose your Incarnate powers, as well as any other powers more than three levels higher than the exemplar level. Exemplar always takes away abilities to moderately normalize your strength against the content for balance purposes.
    Last I checked, exemplar let you keep powers five levels above your effective level. I haven't seen mention of this changing in the patch notes, so I figured it was still the same.

    I'd double-check in game myself, but I've used up my in-game joementum for the day.
  24. Just as a point of reference, I dug these out of the I20 beta forum over here http://boards.cityofheroes.com/showp...8&postcount=39:





    Did they, like, just ... misplace the color values for the old UI? Did they toss out the old one without keeping any screenshots or logging into then-Live?

    And I'd like to note that at least for me, that second image is muted compared to what I see on Live currently.
  25. Followup. After conferring with a friend who was running fine on the same card with older drivers, I tried rolling back. Worked fine with ultra mode.

    So I stepped forward, trying a few driver versions.. ... eventually, just for the sake of completion, I moved back to the current official (non-beta) drivers, 266.58.

    ... and now they work. I do not know why. I didn't even re-download the drivers, I just reinstalled the copy I still had unpacked.

    What REALLY baffles me is that the problem coincided with Issue 20's release.

    I dunno, folks.