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Posts
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Joined
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Quote:... dang, how did I miss that?The Vet period was identified by Positron as being three years in the first post on this very thread. I'm torn, because it seems more than fair to people who bought the game via download or jumped on with Good Vs Evil or the like... but not to people who actually paid $50-60 for one of the game boxes at their respective launches.
Ouch... Okay, I do think that's a bit much... ... well, that's 12 badges. At least post-I21, those'll come once a month for VIPs, or once per 1200 points purchased, so it'll be in reach if someone's been around a while. -
Quote:We've already been told in community rep posts that Controller/MM access would be available with a certain degree of Veteran Reward/Paragon Reward progress. They haven't told us how much yet, but they seem pretty confident that anyone who would qualify as "early adopter" wouldn't lose out if they'd kept a subscription a meaningful period of time.But as for #1 and #3, I and many others agree with you to some extent. I'm completely okay with locking out Controllers and MMs to brand new Free players, but I do feel that grandfathering in a way for pre-existing accounts who have purchased a box of either CoH or CoV to keep access to the corresponding AT(s) would be a good sign of faith on the developers part--these people were the early adopters, and they no doubt have characters using these ATs that they're attached to.
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... I literally bought GR for my second account yesterday. ._.
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And yet, they're both. Funny that.
The component drop is random. The merits are deterministic. Both can get you where you need to go.
Getting to a reasonable target (rare) doesn't take a whole lot of time to get even if you somehow only get threads for your end of trial reward. The components have a chance to make that go faster, and a chance to let you get to Very Rare. As Arcana has noted repeatedly, Very Rare is a pursuit goal.
Nobody should have any expectation they have a right to it in any particular span of time any more than they have a right to purples IOs in any particular span of time. (Of course, there ARE clearly documented Maximum Effort Paths for both). -
Quote:Once you have exclusionary choices -- which we agree is critical -- you effectively have a tree. Your available options naturally narrow as you make choices that cannot be combined.But you admit that a free-form power selection system could be done in CoH. The technical and balancing problems are solvable.
The next step is giving such a system useful choices so that players have to make decisions, and you hit it on the head; selecting some powers should exclude other powers. Ranged attacks could exclude strong defenses. Buff and debuff powers could exclude melee attacks. Strong defenses could exclude control powers. The CoH power system could be organized not as a tree, but as a type system like Magic: The Gathering where some power types oppose other power types and cannot be mixed. In this way you would have meaningful choices that lead to the exact same archetypes we currently have but with more player customization.
"Free-form" is a loaded term, because to a lot of people it means roughly what Cryptic tried to do for their second game: I can pick whatever powers I want.
Quote:I can understand them not wanting to put the resources into it, because now they're all about getting new players rather than improving play experience for veterans. But it is within the realm of possibility, and it's a feature that some players desire.
Yes, they want new players, but that's not ALL they want. They want to also make the game awesome, but Paragon Studios has finite resources. They have to decide what they can budget to do for us, both in time and in finances. They do what they think will have the greatest returns in the near term, and plan for setting up the ability to do larger things longer term.
A key thing to note is that 'Near term' is 'the next 9-15 months' in a studio like this.
If you look at what happened after Paragon escaped Cryptic's management, it's fairly evident that they began positioning to do larger things immediately, but those larger things took a while to even be hinted upon. Never mind when they actually showed up where we could see it.
Have you considered that they might need a larger playerbase in order to be able to budget larger projects? -
As a friend of mine just pointed out, people keeping score IN the beta were stunned, too.
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Quote:Real life speech, what people really use in general, is what determines what is correct. There is no standards body for the language.Or you can just use the grammatically correct "he or she," which is what I do when writing papers.
Admittedly, in real life speech, I do tend to say "they," though it isn't technically correct.
Using singular they may be less PRECISE, and in academic papers, precision is important, but that doesn't make it incorrect. -
If that's enough for you, cool. For me, it's not. I'd even be happy to 'pay' for a perma Lore pet by sacrificing the level shift even at rare/very rare. I just don't like infrequently available abilities, especially when I can't fix their frequency.
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Quote:They as an indeterminate gender third person singular is absolutely grammatical. Prescriptionists may complain, but it's part of English, and has been for a couple centuries now.I am not sure if it was the avatar or if it is just my correct tendency to use the masculine pronoun when sex is unknown. I do sometimes use the more incorrect "they", but I try not to.
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Quote:This is still the case; the Kheld flag is indeed infectious.I do not know if it is still the case, but once a team had a Kheld on it, the game always treated the team as having a Kheld on it until it disbanded, which led to the aforementioned Fun With Unbound Nictii on teams without a Kheld.
I personally think devs should just turn off the bonus adds entirely. -
Quote:Yeah, this.He was trying to be funny. For what it's worth, I chuckled and I expected people to misunderstand (which made me smile a bit wider).
Quote:*sighs* I guess I have heard far too many people talk about how their Blaster or Stalker completely sucks, or how they don't want them on their teams, etc. Their needing to exists (survive) through a mission didn't sound all that out of place in that background of whinging.
I honestly don't think any of the core ATs are crippled. Defining 'crippled' for the purpose of this post as 'being unable to complete solo the content they're expected to complete' or 'being unable to contribute to teams'.
Stalkers are in a weird space design-wise in that they have an awkward purpose that isn't really served by the game content; the way missions are designed, stealth is a difficult thing to balance around. That said, I think the last set of changes did a lot to make stalkers more viable to the typical players (and they were always viable for people with high skill or high investment capacity).
... I still think the kheldians need attention, but that's a different conversation entirely.
(Also, I need to find a new avatar. I set this one a while back because it amused me, but it's raising the incident rate of people calling me 'he'.) -
Quote:Stalkers are not in my roster. Characters which do not exist cannot complete content.Not quite sure what you mean by existing, but Stalkers should not have issues completing any content. They're fine solo, and I've tanked for small teams with my Nin Stalker.
Quote:My Blaster can undoubtedly clear mobs of minions faster than the Stalker, but that's as should be. The Stalker still is going to be able to deal with more damage being thrown at him, as should be as well.
... of course, my standards are a little skewed since I have my main rigged up for tanking, so most things seem frail in comparison. Which isn't fair, because it takes a lot of IOing at level 50 to meet that kind of survivability (except on a tanker, of course, which I don't enjoy due to the perceived punishment factor). -
Quote:I'd bet on my blaster over any of my stalkers for completing content.Its possible. You'd have to either be able to play blasters ten times better than I can after seven years of playing blasters, or play stalkers ten times worse than I can after being blindfolded, but its theoretically possible.
Actually existing is an important prereq. -
Still hoping someday we'll have the option of like.. a minion branch to each tree that's perma. Until I can have a pet that has consistent uptime and accessibility, I won't be bothering with lore.
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Quote:Alternate perspective:Granted, the task force epaulets requires you to do seven different task forces once, but they're fun so you would probably do them anyway, and you only have to do them once each.
I find those task forces so very not fun, I instead opted to do an alignment shift, and look for mayhems with villains of various lower levels, then alignment shift back to hero instead. -
Quote:An alternate possibility for the taunt aura case would be to have the power pick grant two mutually exclusive toggles, one with and one without a taunt aura.I meant swap ammo. A similar function could be added to other powersets.
Turn it on, KB. Turn it off, KD.
Turn it on, Evasion is a taunt aura. Turn it off, Evasion has no taunt aura.
I don't know if it's possible. I doubt very much that it would ever be done even if it was possible. -
Quote:YES PLEASE WANT.If you really want the option to run with a taunt aura on anything, I would consider advocating that the devs add a power to the presence pool that you could take which actually does just that: grants a toggle with a PBAoE taunt. Give it no prereqs and let people take it right out of the gate. You'd give not just SR but all scrappers an optional taunt aura power without messing with existing players that don't want it. I'd say the chances of that happening are much, much, much better than giving taunt auras to everything.
This would be AMAZING for my blaster (when she's tanking) and one of my MMs.
I'd find a way to fit the presence pool in for that. -
Quote:I find it curious that you equate not wanting a taunt aura with not being competent.I'm sure there are players who would rather not have an aggro aura - much like there are players who prefer to skip their toggles, arguing they perform better with the extra endurance. People make all kinds of poor decisions based on an incorrect understanding of the game environment, it's important not to confuse beliefs with facts.
Is it hard to believe that there might be competent players who prefer not to be automatically pulling aggro?
Taunts are why I can't play tankers. I feel like I'm being punished for participating in combat, specifically because of Gauntlet. At least brutes get something for being attacked, and some powers scale up in strength with enemies nearby.
Having enemies pile on me JUST because I'm there, not because I'm the biggest threat? That is very unfun for me. -
Quote:That is a great idea that I would dearly like to see as an across-the-board improvement to those powers.Yes, the lack of permanent mez protection before SOs I agree is a problem. But that's a problem for brutes and scrappers as well. Why should tanks get special treatment? EDIT: And now would be the perfect time to change PB/AD so that they have a breakfree effect since toggle mez protection can only be suppressed these days.
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I've always disliked the clickie-status protection in SR/SD, but dealt with it back in the day because there were genuine tradeoffs in play. I don't really feel it provides tangible advantages in today's incarnation of the game.
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Quote:My blaster can tank any enounter in the ITF that doesn't have Kheldians. An SR tanker who hits soft cap (maybe even just near it) should definitely be fine unless the difficulty is cranked up.On the general subject of the ITF, that's one place I'm not too worried about SR tankers. So long as they actually slot their SR powers and then soft cap with inventions or power pools, they should be fine. Although you can get pretty close with just combat jump and weave is a bit overkill, I do think SR tankers should still consider going tough/weave for the s/l resistance. And with no heals at all aid self is probably a good idea for SR tankers. An SR tanker with no aid self and no tough is actually going to be weaker than my SR scrapper, and while she generally skates through the ITF, even she can get overwhelmed at times.
On the other hand. If the difficulty is cranked up, the performance difference between SR and some of the other Tanker primaries is going to be pretty blatant, I expect.
Quote:I must be missing something. If I can take alpha strikes on my /SR scrapper, I guess I'm just completely missing how they're going to be a problem on an SR tank when he's sitting at the softcap at level 22 with tank HP and being missed by 90-95% of the incoming attacks.
Of course, I don't play tankers, so my view is kind of slanted. -
Quote:As Tony and Strato were noting, there was tech implemented a while back to cycle billboards autonomously. Did that tech get dropped somewhere along the way, or could it maybe be leveraged to allow, say, the community team to cycle billboards? Freeing up production?We'd most certainly love to do this, however each of those Community billboards is placed by hand into the game world, thus requiring production time. As you may imagine, our production calendar is pretty full up at the moment, but we'll certainly take the sentiment into consideration for future builds.
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Quote:You forgot the large number of primal earth tip missions in issue 19.Sam is right, since Incarnates came on to the scene in Issue 19 we've hardly gotten anything else, I mean seriously, all we've gotten is:
Issue 19 - Inherent Stamina, New solo story arcs in Sharkhead and Talos, repeatable missions for Resistance and Loyalists in Praetoria, Zone Event Missions in Praetoria, Alternate Blast animations for most blast sets, New Warehouse and Praetorian lab maps, Inspiration stores (Nurses) in hospitals, and hospitals in Hazard and Trial zones, Transit Merge, Tons of QoL improvements
Issue 20 - Player Help System, Admiral Sutter TF, Mortimer Kal SF, improvements to buff powers, Null the Gull
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