Void_Huntress

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  1. Quote:
    Originally Posted by Arcanaville View Post
    On the other hand, I think the monsters in MineCraft *are* designed in a tactical non-random way by the game designer. That means they are an actual gameplay element with a purpose that overrides anything the players choose: if you don't survive them, you don't survive them. You have to metagame the monsters to eventually be able to earn the right to do whatever else you want. So maybe MineCraft is a game within a sandbox in that sense.
    Yes and no. There are several ways to interacting with Minecraft that reduce the monsters to incidental issues, and sometimes they can be completely irrelevant. Sometimes their relevance is only measured as a delay to whatever task you're doing. It's important to note that while there are folks who play in 'hardcore mode' -- you delete the world if you die -- this is completely player-enforced. Normally, death simply takes you back to the spawn point, dropping all your inventory where you died.

    There's also 'peaceful', which has no monsters. The only things that can hurt you, then, are things like lava, falls, drowning, and suffocation -- and health regenerates.

    So I'm not sure if it's a game within a sandbox, or a sandbox within a game, or a sandbox with a game glued to the side of it, or what. It's very hard to classify.
  2. Kitten Basher now claimed on Virtue.

    War Mace/Willpower brute, yeah? yeah.
  3. What I like about current PvP?

    I like that I don't have any need to participate.

    That there's nothing I need, or even anything that I want, that forces me into combat with other people. Back before the craftable temp powers that got added last year, if I wanted significant backup firepower, I'd have to consider grabbing nukes or shivans, but now I can just head to the market instead.

    I'm not a badger, and I don't run difficult TFs/trials on high difficulty, so there's nothing in the PvP zones I have to concern myself with.

    PvP IOs aren't important with the exception of a few absurdly valuable single pieces, and if someday I discover a build of mine MUST have one, I can get those through the market or a-merits. Generally, I can get the performance I need for my style of play without them.
  4. Quote:
    Originally Posted by Arbiter_Shade View Post
    Look at the Terra Volta respec and tell me that something like that is not the PERFECT example of how PvP could be done better. One group trying to defend the core while the others try and destroy it? Simple and fun. But that goes for a LOT in this game, look at Mayhem/Safeguard missions. How is that not the perfect setting for heroes and villains to square off against one another?
    Already imagining the Mayhem/Safeguard mission.. One hero gets a key (tradeable between teammates via drag and drop, maybe?).. Villains have X minutes to get the key from the hero in question, grab loot from the vault, then get off the map via the getaway car.

    Like in PvE, blowing crap up gets more time, but puts markers on the map so the heroes know where villains are being destructive. Otherwise, heroes don't know where the villains are coming from.

    The hero with the key shows up on the map clearly as an objective marker, so no hiding the key.

    This puts the heroes on defensive -- thematically appropriate -- with strategic choices like who holds the key, where they set up shop, what percentage of the hero team stays with the key holder, how many go after rampaging villains in the streets.. Does anyone keep watch on the vault, to make sure the villains aren't securing that..

    Villains get to decide whether they just go for a straight blitz after the keyholder then the vault in order, or if they try to set up their fight first. The overall situation favors the heroes slightly, but the villains get to have the initiative and decide where and when the fight happens.

    Where do I sign up for this?
  5. Quote:
    Originally Posted by Zwillinger View Post
    So here's a questions for everyone in this thread: What other methods of PvP rewards do you think might be as effective or even more effective?
    I'd like to see more non-invention enhancements that do interesting things. Stuff like the Titan/Hami enhancements (though not necessarily at HO strength) that provide interesting combinations of benefits to allow interesting slotting.

    Being able to pick one of those, or get (cringe) a currency to buy one of those, would be interesting. Also, a PvP-based currency could give us a better path to get to PvP IOs, like has been mentioned.

    EDIT: Just to be clear, I'm still thinking in terms of rewards for objectives, not rewards just for fighting. I'm of the opinion there should be little reward for just attacking people at random in zones, it should be for completing an objective or keeping someone from completing an objective.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I specifically went out of my way to state the case for the proc completely separate from averages.
    Lead a horse to water..
  7. Quote:
    Originally Posted by Arcanaville View Post
    If you have the inf, there's no such thing as too much recovery
    I have too much recovery. It turns blue in my combat monitor. :(

    I was quite disappointed when I realized I couldn't get everything Mids suggested I could.
  8. I have two things that rank high in my PvP experiences, and sadly, neither of them are City related.

    The first and foremost is my time in Planetside, with the extended ongoing battles for control, and extremely high numbers of player interactions both in full platoons and in smaller squads working side missions.

    My second is the WoW battlegrounds, my particular favorite being Arathi Basin.

    Mostly, it's coordinating assaults on contested resources, working to secure them and hold them. These kinds of arrangements have a lot of room for both group movement as well as value in scouts, small detachments.. Different objectives having different tactical considerations, and room for a lot of different roles.

    But most importantly, any battle like that needs an actual win condition. In The Battlegrounds, this is explicit; there's a winner determined by the game. In Planetside, it was 'won' when the base or tower was secured, or on a larger level, the enemy factions had no foothold on the continent.

    That's the important thing; feeling like you and your teammates have accomplished something, despite the opposition having every opportunity you did.
  9. Quote:
    Originally Posted by Solipsist-chan View Post
    Only if you deliberately misread what I wrote, because that mindset was exactly what I was describing.
    Quote:
    Originally Posted by Solipsist-chan View Post
    Clearly, I'm not so literal with my word choice as you. I don't set out to attack you.
    That was pretty close to outright accusing her of attacking you, which is not what a friendly, peaceful person does without cause to people with whom they're conversing.
  10. Quote:
    Originally Posted by Arcanaville View Post
    Yeah, this is one of those things I notice many masterminds don't seem to be aware of. Its not well known: you have to be told this or stumble upon it by accident (or been in CoV beta), because there's no clue I'm aware of in-game that lets you know this is possible. If there's something in the tutorial or something, I've forgotten about it. Although, this does sound like something that *should* be in the tutorial for beginning masterminds.
    Masterminds should get their own tutorial.

    I mean, it'd be nice if every AT got its own subset tutorial, but masterminds need it more than most, because it's bordering on playing a different game, with the differences in what is enabled and expected.
  11. Quote:
    Originally Posted by Solipsist-chan View Post
    I simply said that what you said I said was not what I said. Which is something you do all the time (not say I said things, but correct people's impression of what you said.)
    It's not always about you. Sometimes, it's about making a point and making sure it's heard in the context of what someone else said.
  12. Quote:
    Originally Posted by Arcanaville View Post
    My experience with Mercs is much more limited, so I can't say with first hand experience what the top end performance of Merc MMs is.
    "Not terribly impressive, for a MM set" is my experience. Their survivablity is lackluster for an MM set, and a lot of their utility is tied up in long-cooldown powers that the AI simply cannot make effective use of, and the inability to keep them at range the way you can bots makes it hard to keep them alive, particularly the medic (who is a tier 1, instead of tier 2 like with bots). The tier 2 pets are pretty much useless except as bodyguard fodder, I feel.

    I've been maintaining for a while the biggest issue with the Mercs set is it looks like their powers were designed assuming a certain recharge. The pet fixes a while back kind of conflict with that.
  13. Just recently, I managed to get MechaniGal on Virtue, fully expecting it to be taken.

    Further back, I got things like Carnivorose, Pure Wrath, and Moebius Operandi.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Also, you aren't soft capped but if you play at +0xAnything, all level 50s in your missions will be shifted downwards, which means their base tohit will be 45% and not 50%. So that's like having 5% more defense, bringing you even closer to the effective soft cap.
    Interesting. I didn't know about this, so I looked up the attack mechanics article in Paragon Wiki.. This actually indicates a -1 critter has a -10% tohit relative normal. Is the wiki in error here for its
    __________________
    Quote:
    Originally Posted by Arcanaville View Post
    Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.
  15. Quote:
    Originally Posted by reiella View Post
    It's even more fun when you're the MM that will most likely cause the drift .
    At that point, I just inform them, "Guys, I'm going to go clear the courtyard. Anyone who wants to help can join me."
  16. Quote:
    Originally Posted by Arcanaville View Post
    It was only months later when I was thinking back on that day that I realized he must have been asking for respites.
    Thanks to you, Bosstone and I have been comparing notes on what to call the inspirations.

    If + is respite..
    Catch a breath: ~
    Enrage: *
    Insight: @
    Wakey: ^

    From there, the project breaks down. Mostly because we're giggling too much.
  17. Quote:
    Originally Posted by Atomic_Woman View Post
    I had this happen to my scrapper on an ITF run; I fight in Hover for the added defense, and Romulus' stun when he revives is mag 100 or something, so this time it slipped past my defenses as I was moving and I found myself slooowly hovering down into the mass of romans in the middle of the open area below where you fight him.
    See, this reminds me of conversations I've had with ITF pugs.

    "Aren't we going to clear the area first?"
    "Why? We'll just take him out."
    "... Well, what if something happens and the fight ends up drifting into the spawns?"
    "That won't happen."

    ... one wipe later...
  18. Quote:
    Originally Posted by reiella View Post
    Not really on topic, but, just curious here. Is there a way to keybind popping an inspiration to a pet?
    Yep.

    Edit: botched that. Screw you, paragon wiki.

    /inspexec_pet_name <inspiration> <petname>

    or

    /inspexec_pet_target <inspiration>

    Quote:
    Originally Posted by Arcanaville View Post
    The fact that mez doesn't cancel forward momentum, or the fact that an enemy group at standard difficulty has minions that possess a 30 second mez?
    ... I have to pick one?


    Quote:
    Originally Posted by Arcanaville View Post
    It was funny, though.
    Oh, very. I'm sharing that story with friends.
  19. Quote:
    Originally Posted by Arcanaville View Post
    And moving: forward momentum isn't cancelled by mez either, and I was moving towards my target at the time the stun took hold. So I just hovered right over his dead body, hovered right across the room, and hovered right into the next spawn about a hundred feet away. Who promptly killed me while I remained stunned the entire time.
    .. I hope that's getting brought up to someone on the dev team, because hilarious as that is, that can't be the intent.
  20. Quote:
    Originally Posted by Atomic_Woman View Post
    Start Praetorian character, load up tutorial. Log out, start second character. Choose Hero/Paragon City.
    Doesn't work. You have to get a character out of Praetoria before you can pick Hero/Villain, on the new accounts.

    Quote:
    Originally Posted by Tenzhi View Post
    If I died, chances are those cyans, yelows, blues, and solitary tiny orange weren't going to stop it.
    As Eva says, if you're full on things you don't have use for, you should either be combining them (if you have three of something) or deleting extras.

    And an orange will do a lot more for your survivability than you seem to think. So will a yellow.

    Quote:
    Originally Posted by Eva Destruction View Post
    Well if you're playing a Blaster the opening volley is often all you've got, so yeah, that's when you'd use them. Some people don't use them even then. Or they hit both together, snipe the boss, kill nothing and use up their buff.
    I'm a bit of an aberration, but on my blaster I consistently use Concentration together with Drain Psyche and Hail of Bullets. It's fun.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    And folks wonder why I like to play solo.
    Conversely? We wouldn't have a game without those folks. It wouldn't be profitable without the high volume of 'average and under' players.
  22. Quote:
    Originally Posted by Eiko-chan View Post
    From the stance of "absolute XP earned" - or even "XP earned per mission", it does. Confuse does not steal XP from "rate of earned XP", but it does "steal XP".
    I said "completely". As in, folks believe if a confused enemy kills another enemy, no matter what the circumstances, zero XP and inf are earned for the players.

    Which is decidedly not how it works.
  23. Quote:
    Originally Posted by Liquid View Post
    Here are some additional issues that I think the average player has working against them:

    1) They don't slot very well. They may not even slot with SOs. If they do, they may slot over the ED cap because they either don't know about it, or think (and I quote, when I explained it to one such person) "every little bit helps", when slotting some other effect or moving that slot to another power would help them more. They may even refuse to change when they do learn how ED works.
    I've met folks who don't understand that standard enhancements TURN OFF after a while. And have vet badges, and multiple characters played to SO levels. They just thought higher level enhancements were stronger, and that they could get them at their leisure.

    Quote:
    Originally Posted by Liquid View Post
    2) They don't use inspirations very well, or every often (my old roommate's insps were not in any order, and he'd just tap the F keys until he got something that helped).
    I recently (within the last few months) had to badger three friends of mine to keep their inspiration tray open and to use them. They previously were just playing the game entirely without inspirations.

    Quote:
    Originally Posted by Liquid View Post
    3) They don't use powers tactically-- they just tap them in order as they come up against whichever target they picked first. They don't use their stun/hold on dangerous targets ASAP, they don't save Nemesis LTs for last, they don't attempt to knock down Paragon Protectors before they pop MoG, etc.
    Mez is definitely something that gets glossed over by a lot of players, and protection seems to be poorly understood. I've seen players use a single mag 2 stun on a boss, then turn to face other enemies genuinely believing they've done something to mitigate damage from the boss.

    To be honest, I don't really know large sections of the enemy groups very well, or what powers they can leverage. Mostly because I can't tell what they're doing most of the time, and I'd have to go look at an outside source and try to correlate it with the in-game entities. I think it would be helpful if the game had more feedback about what enemies were doing, especially when it's significant like tier 9s.

    Quote:
    Originally Posted by Liquid View Post
    4) They don't use positioning tactically-- they stand in debuffs and sometimes even damage patches while fighting.
    Similarly, the number of people I meet who actually understand what an anchored toggle is, what it does, what the implications are for the fight... is substantially lower than the number of people I've played with.

    Quote:
    Originally Posted by Liquid View Post
    5) They think a power does something it doesn't do (or does it for longer, or some variation of this), and continue to use it in a very sub-optimal way. I still run into people that are otherwise capable of using their powers properly, but have Build Up on Auto.
    The difference between "power build up" and "build up" is totally lost on some people.. They see Build Up and conclude "It makes my powers stronger", and this leads to people using Build Up just for, say, a mez. While the hitrate benefit is there, it's certain suboptimal.

    Of course, this goes both ways.. I still occasionally come across players that still seem to believe that confuse completely steals kills (and thus XP/inf) from players. About four or five months ago, I saw a mind control character get booted from a pug for "wrecking our rewards". My attempts to clarify what was happening were met with 'yeah, whatever'.

    Quote:
    Originally Posted by Liquid View Post
    I know multiple people that fall in one or more of these categories. I know some people that do one or more of them some of the time, but not all of the time. All of these people are awesome people, and great fun to team with. Most of them would probably have quit if the game had been as hard as Praetoria is at release, and never played any other MMO, and never would play any other MMO. CoH originally drew a new group of people to it that were not MMO players, and I think it was specifically because of how it differs from other MMOs.
    Pretty much this.
  24. I made an attempt to catch up on the thread, but it's moving swiftly, and I'm moving less than swiftly, so if someone else brought this up, my apologies.

    Quote:
    Originally Posted by Arcanaville View Post
    3. 0x2 is not a good setting to get bosses. The boss ratio is 1:5 Bosses to Lts. At 0x8 its much better. Somewhere between the two bosses start to gain in ratio, which improves the shard rate substantially. If you can defeat them without dying. My guess is that you have to solo at or above 0x4 to have a decent shard drop rate.
    Does this vary by faction? Last night I set my blaster to +0/x3 with bosses and ran five tip missions.. I faced: Crey, Knives of Artemis, Circle, 5th Column (with splashes of Malta and P.Clockwork thanks to Maelstrom's party buddies), and Freakshow.

    For the first four factions, I faced 1 or 2 bosses per map. For three of them, I think the only boss entities were at the final objective. Enemy quantities varied a bit, of course, and I didn't actually tally the quantities. (I do have logs, so I can probably go back and pull them later)

    Freakshow, I ended up with I think six bosses (a few of which respawned, giving me extra boss kills).

    Has anyone else had experiences like this?
  25. Quote:
    Originally Posted by Arcanaville View Post
    A full team steamrolling 0x8 would probably also be bored out of their minds. Solo, I could (and occasionally do) die, so there's real risk and tactics involved. I don't fall asleep in those missions.
    Anecdote. I see a LOT of full teams steamrolling +0/x8 in the communities and PUGs I've been with over the years. It's been pretty common in my experience on Virtue.


    (This was supposed to be posted an hour and some ago, but real life intervened)