Void_Huntress

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  1. Quote:
    Originally Posted by plainguy View Post
    What does MA stand for ?
    Mission Architect.


    Honestly, the thing that most puzzles me about the MA is that they don't seem to have put in any critical threshold alarms.

    SURELY they have some means of going, "XP is coming in <x>% faster than expected. Red Flag for examination."

    Something like this shouldn't have to wait for players to /bug it, for someone to post about it in the forums, or for datamining to show an uptick in leveling rate amongst parts of the playerbase, they should know about it effectively the moment a player gets it to work.
  2. Quote:
    Originally Posted by Steel_Shaman View Post
    It's statements like these that honestly make me scratch my head. Just look at all the defeat badges we have. A great many of them you will not get in a reasonable time unless you specifically go after those kinds of mobs/missions. To me, repeating the same in game task (in this case, killing mobs of type x) over and over again while working toward a specified goal is farming. You are farming mobs for a reward you want. Maybe the Devs (and a lot of the community, apparently) just have a different definition of farming than I do. I figure that must be it, because in CoH the term "farming" definitely has a very negative connotation that it just doesn't have in other games I've played.
    It's important to note that early badge/achievement theory expected players to just play normally and then go 'Oh hey I got a badge what did I do to get that?' once one landed on them.

    The obsessive 'Okay now what do I do next? Okay, I can find them at <x>? Okay! Let's go work on that!' behavior really caught a lot of developers by surprise. And in fact, Paragon Studios FORGOT about this pattern, when they put together the original AE badges.

    That's the perspective difference. Developers who include badges like that are coming from the "Well, not everyone will get them, some of them will eventually get them, and then they can be proud that they did" position.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'm confused by this. Ranged powers pass straight through enemies between you and the target, phased or not. Enemies can't be "hidden behind invincible ones." Do you mean that they are hard to see and click?
    If you've got several of the same enemy all bunched up together, and you know all but one of them is phased, how do you get the unphased one?
    Clicking gives no love, you just get whichever one it thinks is on top, and no way of knowing if that's the right one. Tab gives no love, because you still can't tell if that's the right one.
  4. Quote:
    Originally Posted by Leo_G View Post
    Another tell is the sound they make just before phasing.
    Not all of us can hear the sounds. :(
  5. I just glanced back in the thread and blinked at this.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    It's also partly because it is really, really easy to mezz groups of enemies in this game with Holds and Stuns. IMO if we get a City of Heroes 2 the model for AoE mezzes should come from Ice and Electric Control rather than the hardline sets. I'll say nothing about the Control set with the immune-to-everything pets that has been soloing content meant for groups of 20 or more.
    ... Soloing content meant for groups of 20 or more?

    Um, let's see. Mothership raid? No.. Hamidon? no.. Cathedral of Pain? No..

    Unless you're talking about GMs, I can't fathom what you're referring to, and ... I'm sorry, but GMs are 'a beefy target' not 'content'.
  6. I just had a second thought, regarding visual effects.. They could use something similar to the useless cloak we got from the GR kit. Something that shadows the target's textures, making them darker. That'd let them be distinct from active targets without making it difficult to notice they're around.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    This is the only thing I really agree with. Though carnie illusionists aren't that difficult - it's fairly easy to tell when they can and can't be hit (are they translucent or not?) unless they're in a big group - in which case it would also be hard to see triangles, dots or whatnot with all the other effects going off.
    Personally, I went ages without knowing they went translucent. To me, the effect is so subtle as to be effectively imperceptible, even when I'm only fighting a MI her pets. Accordingly, I presently just have to keep attacking until hits land, because I usually can't TELL otherwise.

    Quote:
    Originally Posted by Memphis_Bill View Post
    Disagree. I want to be ready the second that phase drops - which means having that enemy targetable so I can attack/drop a debuff/whatever as soon as they come out.
    This sounds like the perfect thing for a UI option.

    Of course, while they're touching targeting, it'd be nice to flip off the targetable bit for civs in mayhems and such. That, or let us actually KILL them.
  8. Quote:
    Originally Posted by Zombie Man View Post
    Actually, the Devs nerfed the random number generator with a quantum debuff -- your rolls are worse unless you observe them carefully.
    Well, Arcana HAS repeatedly insisted that she 'fixes' people's hitrates by having them turn on logging or install herostats...

    ... maybe there's something she hasn't told us.
  9. Quote:
    Originally Posted by Arcanaville View Post
    To be able to touch any specific point on your body in the same amount of time requires moving several times the distance in a similar or less time. Assuming infinite reaction speed, you'd have to be physically many times faster than these guys. Factoring in reaction speed, you'd need to be a cyborg.
    Just for giggles, add in the multitasking to accurately measure yourself while doing all of this.
  10. Hey, guys, I just wanted to note that I found this thread exceptionally enlightening, especially in conjunction with Misaligned's thread on anti-flipping here. Thanks, marketfolk for sticking it out.
  11. Quote:
    Originally Posted by BrandX View Post
    Do they not want my /MM Blaster getting into melee to use WoC...ummm...hmmm...well it is a suckie power over all...maybe the question should be...do they want me to take this power at all.
    Two words:
    Contagious.
    Confusion.

    <3
  12. Quote:
    Originally Posted by Arcanaville View Post
    A devices/ninjitsu hybrid possibly stands a better chance, but still not a good one. But then again, you just never know with blasters. How we ended up with powers like Drain Psyche or the ultimate nerf-bait-survivor Siren's Song I really couldn't explain.
    Is the world ready for ranged stalker mk II?

    And I'm not really sure how we ended up with Drain Psyche, but I try not to question my good fortune. I took Mental Manipulation on my last blaster for Drain Psyche and World of Confusion, and all the rest of the set was nothing but set anchors as far as I was concerned.
  13. Quote:
    Originally Posted by Arcanaville View Post
    International accounting practices basically mandate accruing subscription revenue when earned - i.e. when the subscription period starts or completes, depending on billing.
    This gives me a thought.. At a few points in the past, they've offered deals of get 14 months for the cost of a 12 month bundle. Anyone know when those happened? It'd be interesting to line those up with these revenue charts.
  14. Still getting 'Unable to accept order', both through browsing the store, and through the US link in the first post, both directly paying the ncsoft website, and going through paypal. I'm really puzzled that this continues to be a problem; surely after so many instances of this popping up for so many products, ncsoft would realize that there's an ongoing issue of people willing but UNABLE to give them money?
  15. Quote:
    Originally Posted by KemLi View Post
    Just wanted to second the wish for the wrenches to be removed from the Field Facade. Good job team =]
    I had just refreshed the thread to note this myself after looking at it in-game. I _LOVE_ the translucent hexes, but wish it was JUST the translucent hexes, and not the metallic bits. If we could get an alternate version of it without those, that would be squee.
  16. Quote:
    Originally Posted by Arcanaville View Post
    PS: the fact that these days the forums seem to have the memory of Leonard Shelby is starting to get annoying. Seriously, the "remember me" checkbox is becoming a sad joke.
    I'm having to log in twice a day. As far as I can tell, the 'remember me' checkbox doesn't do anything.
  17. Quote:
    Originally Posted by Bill Z Bubba View Post
    And we haven't seen a spike in non-S/L damage with every new enemy group?
    If you're looking to demonstrate that Tough's usefulness is degrading, this would be a good time to revisit a damage type analysis and see what exactly is happening in the newer groups, then compare it to older groups.

    Because if we're just going off of subjective experiences, I'm feeling like I'm getting hit for a lot of S/L in PvE still.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    I want to know why it was added in PvP. As you state, changes don't occur without a reason, so what was the reason? What was the cause of the change? Is that change relevant to PvE? If so, why wasn't it changed there as well?
    Well, don't pretty much all enemy groups have some amount of S/L? In any mission, which is the granularity of success that usually matters, tough will be relevant.

    In PvP, you could go an entire session without being attacked by a player using a meaningful amount of S/L. And, in fact, if Tough didn't affect every type there, that would encourage PvP focused players to use powers that lack S/L components.

    It's an issue of enemy composition. The devs control the composition of PvE content (AE aside), whereas the players competing control the composition of PvP zones and arena play.
  19. Void_Huntress

    Costumes!

    You know, the more I think about it, Enemy Costume packs would probably sell pretty well, if you could put a fair amount of content into each. Say, a couple or three factions per, depending on how many pieces you could liberate for each.

    That'd be worth money to me, and I bet quite a number of other folks... as long as you don't cheap out on us like the party pack. :(
  20. Void_Huntress

    Costumes!

    Quote:
    Originally Posted by Noble Savage View Post
    Just for the record, what we've said publically is that the team has refocused and redoubled efforts on taking npc groups and creating commensurate player costume parts whenever technically possible (See: Resistance, Clockwork, and PPD). You'll see more of this in the future as well.

    Converting older parts is certainly POSSIBLE, but it's not something we've commited to.
    :(

    Quote:
    Originally Posted by Razor Q&A View Post
    When are they going to allow costume parts from in-game villians. Like the Carnivals

    War Witch:
    Yay, David, that one's yours. :)

    Noble Savage:
    The philosophy going forward is to convert every villain groups parts over to players. As much as we can possibly convert.

    Noble Savage:
    Would like to go back and get the coolest older stuff as well. Stay tuned...

    Castle:
    Some of those costume parts won't actually work for players

    Noble Savage:
    That's why we can't get all of 'em. We'll get the VAST majority though.
  21. Quote:
    Originally Posted by T_Immortalus View Post
    Well, there is no genuine hit or miss mechanic in CoH either.
    There is no aiming or dodging, just standing there and hoping "please don't let the RNG make them hit me" and "please let the RNG make me hit them every time".
    As Arcana said, it's a matter of abstraction.. And various other MMO's particular method has every attack within range hitting always period. No missing. Their particular brand of 'evasion' is just a reduction in damage.. And more perversely, you frequently get better damage mitigation from their edition of Invulnerability than you do by attempting to not be hit in the first place.
  22. Quote:
    Originally Posted by Arcanaville View Post
    There was no "right" choice there. You were going to lose some very large percentage of players either way. The question was not how to keep them all, but which ones you wanted to keep. The same thing is true with hitting and missing. You lose missing, and you keep the people that want to hit all the time. You lose the people that actually want to see evasion in the game, which explicitly requires missing. You pick one, and you let the chips fall where they may.
    I know that one of the biggest factors to me giving up on The Other Superhero Game was the fact there was no genuine 'miss' mechanic. Some people hate missing? Sure, that's their thing. I hate getting HIT. It upsets the hell out of me. I spend hundreds of millions on IO builds to ensure my blasters dodge. I play Super Reflexes, Shields, Energy Aura on my melee types. I run masterminds, but that's mostly because aggro management can let me take fewer hits. (And theoretically, I could eventually softcap, but that's down the road and only on some mastermind builds)

    On the other hand, I know and understand that getting to where I can rely on not getting hit is a lot of work, and something I have to earn, not something I can claim by birthright. I bite my lip and deal with my early level vulnerability (or just find a team full of suckers to shield me), and know that my time will inevitably come.
  23. Quote:
    Originally Posted by Starcloud View Post
    For repetitive activity, the human brain/mind expects to see a 70% success rate or higher. This probably has to do with evolutionary/survival reasons and is pretty much 'hardwired' into human biology.
    Out of curiosity, do you have any citations for this number?
  24. You know, between the last discussion thread and this one, I'm really surprised Black Pebble hasn't come out to give us an indication of their rationale. He's been good for that on other things.

    Seriously, guys, some of us want to know what you were thinking.

    How did you end up deciding this was a play you wanted to make?
  25. Quote:
    Originally Posted by Noble Savage View Post
    Possible grist for the mill:
    --non-animated tails were left in Costume Creator when Animated Tails were added. Do any of you use the non-moving ones at this point?
    I have on a few occasions for characters who were ICly wearing a costume piece, instead of ACTUALLY having a real tail.

    I was actually quite disappointed that the wolf tail didn't have a non-animated portion.