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Quote:If you're going to discuss whether or not you're getting 'enough' of the rewards, you need to be tracking the source of those rewards. It's no different than saying "I've been playing for months and I'm not getting enough XP." "Well, how many enemies are you defeating?"I don't count missions done or mobs killed/hour or something like that (i really shouldn't have to) but my typical play sessions are around 4 hours a day about 3 days a week and so far about 5+ weeks (didn't play much during the holiday week) since i19 getting 3 shard drops (not including the given shard)
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Quote:I shall also do this.Ignoring the OP's post, I choose to respond to the thread title:
No, I hate comic books. Can't stand 'em. Generalization time! Pacing is horrific, they release infrequently, there's not enough actual content per release, what content is there is usually superficial, or otherwise uninteresting to me.
That's western comics as I've been exposed to them. Manga, on the other hand, usually has action that I am utterly incapable of following, and I usually can't tell people apart.
I get more enjoyment out of novels, and video media. That's just me.
That said: I love the IDEAS and CHARACTERS that are in super hero comics, both western and eastern. From Spiderman to Batman all the way over to Kamen Rider and the gamut of magical girls. -
Quote:No you don't.
http://paragonwiki.com/wiki/Maximums#Maximum_6
Mids says 1900% regen. So close, but no ciggy.
EDIT: Mids says 1900 regen on rest.Quote:Well, I have to admit I have no idea what that number's supposed to represent, given that the Regeneration Rate in Combat Attributes caps out at 8.33%/s in-game.
On a level 50 blaster, repeating Bosstone's test, I also get 8.33%/sec health regeneration while resting.. From a base of 0.42%. I cannot arrive at a maximum of 1900% or 2000% health regeneration buff from that.
Where are those maximums from? -
Quote:This is really what's important. It can be fun, if you have a mindset compatible with what the powerset offers. It gets the job done, and there are far worse balance problems in the game to be addressed.I addressed a lot of these complaints about weakness in my guide. To repeat:
It's the worst set, but it's not a bad set.
A /dev blaster can kick all kinds of *** and do some really cool things. There are a lot of circumstances where some other set will do a better job. But... While the set certainly could use improvements, it's not unplayable, or stupid for people to take it. It works. It's fun to play.
Yes, it could be (and IMHO should be) improved. But compared to the problems you get for balance with stuff like Trick Arrow or Energy Aura, devices has an easy time of it.
If you don't have a mindset compatible with what the powerset offers, that doesn't mean the powerset is worthless. It means you should look at other things that might be more fun for you. -
Quote:If you're on a steamroll team that is facing no significant challenges, and everything is dying that quickly..Tell me what powers in Dev helps on steamroll teams. I'm not talking about F/Rad superteams, but just a decent pug that can more or less demolish a spawn in
... why does it matter? Everything available to you will excel under those circumstances. -
More like what is unseen cannot be seen.
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Quote:It's highly unlikely you're alone.I speak a point of view that is rarely expressed on the forums. It's (highly) likely that I speak for a minority. Trying to make me feel like I am alone, however, will never make me cease to speak.
Being not alone doesn't make your position not irrational. -
Quote:Similarly here. I solo more than I team, by far, and when I do team I can't do it for long.You know, I'm basically introverted, too. About 97% of my play time is solo. But I've found that if I'm able to get into Internet arguments in a forum, I have the capability to occasionally stand to deal with people in PuGs. Maybe you can find that same resource within yourself since your Introversion is not apparent in the forums.
Doesn't keep me from being really pleased with the direction of the incarnate system. -
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Quote:In both I18 and I19 beta, some requests were made to increase the shard drop rate while also increasing the shards required. Giving the same statistical rate of advancement, but making it less subject to random grouping.Already at that difficulty setting. Personally, if such a vast disparity between our experiences exists, i don't think it's the players that need adjusting. But eh.
I still think this would be helpful, but the Powers That Be seem to disagree. -
In these statistics, some of them are lacking qualifiers.. Like for the alignment stuff..
Is this ALL characters? Is it limited to active accounts? Is it limited to characters that have been played since GR launched? Is it limited to characters that have participated in the alignment system?
Which group these stats fall under change the information given drastically. -
Quote:Well, awesome. I had no idea that article happened, because I don't read news sites to find out about CoX. :DStrangely enough, they included some stats like that in Positrons new interview with ten Ton Hammer
Thanks for the heads-up.
So, let me say to the thread: More of this. Please? -
Thinking on the monthly letter idea.. I haven't been able to go through the entire thread (though I've read most of it, in scattered sections), so it's possible this might have been touched on by someone else..
I think what would help cement these as actual communication for a lot of people is if we regularly get actual information from them. Vague hints to the future are enough to stir up some excitement for a fair number of people, but similarly, a lot of folks need to feel they're being told something they couldn't have known for sure some other way.
The developers over at CCP working on That Space Game are a good example of this. They tell us bits about things they've done in development.. What worked, what didn't, and then they share with us why. Often by sharing datamining results. It'd be interesting if the CoX team could let us know hard facts about things like how the introduction of the Alpha Slot REALLY changed TF activity. We can SEE that it changed, we can speculate on how it changed based on the bits we see, but having the god's eye view on it would do a lot for our ability to usefully discuss it.
They also regularly share random interesting trivia about the world on occasion. I'd find it fascinating to know, for instance, what the most common teaming AT in January was, or which corruptor secondary was the most common for solo players in February.
At the producer level, some of this information may already be available for you in reports, some of it you may be able to get yourself.. Some of it you may have to ask a developer to spend some hours on, but in my experience.. While some developers need to keep in their groove, some folks actually work better when given an occasional chance to mix things up, look at things from a new perspective.
You could get fun things to share with us as a community, help build rapport with us as players, AND increase productivity of employees.
Doesn't this sound like a win? -
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Quote:For example, we are currently working to integrate City of Heroes into the NCsoft Launcher, which will bring with it a significant improvement to the process of downloading and updating the game for all NA and EU (Mac and PC) customers. One of the immediate benefits is that all of our customers will finally benefit from the same launcher and the most up-to-date information; this is the first step in bringing our communities together.
.... dammit, don't make me agree with je_saist.
Still, regardless of whoever else is saying it, I have to emphasize:
DO. NOT. WANT.
I _LIKE_ the minimalistic launcher we have now. Please, please, PLEASE don't force a larger application on us. -
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Quote:Let me put it this way.Humh. How to put this in a simpler light...
The kind of RPers I like best are the folk who can read such things as a 'label' and then act as if it didn't exist, in-character. I like to believe that most good RPers are of this sort - and those are the kind of people who, I feel, are also the most likely to provide what I'm after. On the same token, not all of those same people are going to enjoy the nature of the character - why, they might even find it downright disgusting and offensive. Then, as a means of avoiding potential out-of-character conflict later on down the road as one person might discover something that completely drives them away on an out-of-character basis - even after hours upon hours of involvement - it's worked best, for me, to simply have it out up-front before anyone becomes involved.
... I'm not quite sure that was it. Does that make any more sense?
If I started RPing with someone, and something like this ended up somehow coming up in RP, and wasn't thrown into people's faces, I'd roll with it, go with how my character would go, and story would move on.
If I came across someone, and a label like this was in their bio, I'd pass them up and look for other people to interact with.
Because if you willingly choose to stick a label like that on yourself, with all of the controversy that goes with it, then you're saying "Yeah, I'm part of all that."
Coming up with a new label and putting it on yourself isn't very viable either, because THEN you have to explain it to everyone who goes "What does that mean?" and unless you want to go into a long in-depth character-based conversation every time, you'll have to fall back on existing terminology, which has the same problem as just using it in the first place, except then you've had to spend the time typing it by hand instead of having it in your description. Or putting it in a bind, which is kind of weird.
Ultimately, if you're really trying to play a character that isn't defined by this one trait, putting a label in place IS a misrepresentation, and it's not a courtesy to anyone. -
Quote:Just went back and re-read this.. This seems to hint at something important in perspective.Indeed it does! But I learned that many, many years ago when this whole fascination started. And yet... even knowing that, there's just something deeply disturbing to me about 'hiding' anything about that initial framework. Interpretations be damned, it just doesn't sit right to set about creating a character of any kind - and then hiding it because of what people might think. It's simply a matter of finding a slightly better approach, I think.
I'd like to suggest an idea: Sometimes, not saying something is the best way to make sure it's heard.
When you try to distill some things to a simple phrase or a single word, you lose important meaning. You take away context, and you make it so that it's difficult for your audience to hear the actual message. They see the catch phrase, and then everything else that might change the meaning is missed.
Not mentioning something isn't hiding it, it's ensuring that when it comes up, it comes up in its proper context, and is seen as it truly is. -
Quote:Why is a publicly displayed label important to you?And I'm saying that "not using a label" is not an option for me. I'm not saying it's not the best option - but it's one I refuse to consider, to put it a bit more boldly. I'm not trying to cut the stereotyping completely out of the equation - there's simply no way to do that while sticking to my guns. I do, however, believe that it can be cut down on by adopting some other means of phrase; and then associating what I do with that.
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Quote:What Bright Shadow is saying is that if the third is the goal, then not putting something is the best way to achieve it.And those three things are precisely the central issue, for me. I see that inclusion of the tag as a way to filter out the first two entirely. The second on is a bit more difficult - but it's the first one that I'd like to completely negate. If my character is going to be a turn-away for someone; then I think it's only fair to let them know in a passive way that lets them see it before they even start the interaction.
It's the folk I'm more interested in, anyhow, who can see a tag and still pull a number three.
Edit: Or, to clarify a bit: I don't mind if someone draws a big, red circle around my character because my character isn't something they're interested in. I'd encourage that, even. If it's not one's thing, it's not one's thing - and that doesn't bother me a bit. The second is... Well. I just said I'd like to avoid it; but I'll admit - I misread just a moment ago. The second is something I'd like, as well. If they're approaching for the wrong reasons, then I can do my best to clarify my intents - but at least they're approaching out of honest-to-goodness interest. Number three is the big goal, in essence.
There's no way to put down everything that might turn another player off in a nice easy to read list, because people vary too much.
Put what people need to know in order to understand your depiction of the character in your description, and let everything else go naturally. If someone spazzes about a facet of your character when it comes up, well, that can happen about a lot of things under a lot of circumstances.
Sticking labels out front is going to make it more likely to filter out potential positive experiences, because of the potential for people to go "Oh, well, you're nothing more than an ERPer, there's nothing for me here."
And while some folks might say "Well, their fault for not being open minded" (and I have heard this from some folks before), my response has generally been: when you stick labels on your characters you're opting into a stereotype. -
Quote:Would it be potentially worthwhile for some of them to have crafting costs vary by AT per power? So that we can still add 'primary function' powers without busting up role boundaries.Stuff like this, if not exactly this, would likely fall under the category of "nice to have, not mandatory to have, but probably at least worth crafting and having around, or using while I have it." The idea is to use either cooldowns to make them limited, high cast times to make them not as good as alternate analogs such as power pools, or situationally powerful without being globally powerful (numbers negotiable).
For instance, buying a mitigation temp power could cost X% more for a blaster than a squishie with some mitigation, and Y% more than a melee type. Similarly, making area ranged attacks more expensive in the other direction.
This way you could set prices so that they're highest when they're the most disruptive to role, and lowest when they're just more of what they already have? This would let people occasionally buy things that suit their concept without having to pay out the nose when it doesn't really impact balance as much. I mean, I used to grab Revolver on my AR character back before I could reroll her as DP. And there's other powers I don't strictly _need_ that I still grab because they amuse me. -
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First I need to note that I had a great deal of difficulty working through this thread, because of the connotations behind the whole 'futa' thing. Still, the fact that this was approached with a genuine concern for what was most appropriate for everyone involved let me press ahead.
I think one of the more important things got mentioned sort of in passing in one of Seebs' adorably opaque collection of thoughts:
Quote:This is significant. If you bring attention to something that is sufficiently 'abnormal', then it becomes A Central Facet. You risk a lot of RP twisting away from your character and her relationships with other characters, into 'Well, obviously it's about the wang.'One of the issues you run into here is a narrative logic problem. Anything which is statistically abnormal is presumed to be significant in narrative. In the real world, some people are gay and some aren't, whatever. In a fictional setting, though, if someone is gay (which is statistically unusual) rather than not-gay (which is statistically common), it is presumed that this is a significant and key component of their character. Exceptions exist, but for the most part, that will be the assumption people make.
Even for the open minded, if you put something in the bio, that's going to draw attention to it, and that will get people thinking about it as a core focus for the character concept.
I've actually counseled a lot of newer RPers against playing things like transgendered or even intersexed (using the RL definition) characters simply because when you get caught up in details like this, they can overshadow the more important emotional elements of the character. You get stuck on the physical bits, and start missing the person that really matters. Once they're more used to tending to the simpler (but often more important) things, then playing characters with more complicated issues is more reasonable.
But even experienced RPers have trouble with sorting these things out when they're encountering someone else's character. It's the first impression problem, in another form: The initial framework someone is going to build of your character is going to come from your costume, your bio, and whatever you say/emote while they're reading your bio.
Be really sure anything they see in there is really something you want them using as a framework for deciding who your character is, because even if you get the chance to demonstrate your character's depth, that initial framework is going to be there, and influence how they interpret things.