Jump to content

Rudra

Members
  • Posts

    8137
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Rudra

  1. Good thing their argument doesn't rely on that then.
  2. It's almost like seeing into the future and knowing what some 5k poster is gonna reply with, or something. If your argument relies on those that do different from you just shutting up, then you have no argument.
  3. Stop telling others to shut up when they do something different from your claim. Edit: Especially since the Live devs intentionally made the game easier to solo by making it possible to make AVs into EBs and EBs into bosses just so soloers could clear those missions solo.
  4. You can click on their name if they comment in chat or you can click them if they are standing there. You can't do either if they aren't chatting or present to click. Which is what I routinely ran into on CO. I see someone, their appearance is interesting, I start examining them, and they are gone before I can send them a message. Or they bound off after finishing dealing with the contact they are at while I am reading their bio before I can message them. I have lots of experience of having to do a search for a character name, realize there are 4 of them online, trying to figure out which of the 4 I just saw/read, and then have to type out their full character+global name because they just aren't commenting in chat or in my vicinity to click and message.
  5. You can also make existing storage items smaller by embedding them partially in the walls and/or floor. You just need to have enough of them accessible to interact with.
  6. Not me, sorry. I couldn't even get past the 2nd portal on the map. I do know that the moment I entered the mission, I immediately saw 2 bosses, a lieutenant, and a minion pop out of the 1st portal followed soon after by another pair of bosses, lieutenant, and minion on -1/x0 (which is actually -1/x1 except that the character never had the spawn size difficulty changed so I could enjoy laughing at the x0 part.)
  7. There's a reason why I prefer CoX's naming paradigm over say CO's even though CO lets me use any name I want even if someone else already has it. Here in CoX, if I see Capt. Starfinder and want to send him/her/them/it a message but (s)he/they/it have already left my field of view, I can just type /t Capt. Starfinder and send that character a message. Back on CO, sure I got whatever name I wanted, but to send someone a message that passed my field of view and is now gone from it, I have to do a search for Capt. Starfinder to find that player's global name, assuming there is only one Capt. Starfinder on at that point in time otherwise I have to wonder which Capt. Starfinder that is running around in the game I actually want to talk to, and then type /t Capt. Starfinder@Pandora'sBoxPlayer to send that person a message. So just sending someone a tell that they have an impressive costume design or an enjoyable bio is a royal pain in the rear. So yeah, while I would like to make use of character names I used back on Live but other players on the server beat me to for the characters I want to bring back, I don't want to have to deal with trying to figure out which Munchkin Starchild or Crimson or whatever from however many of those names are currently on is the one I want to talk to. Nor do I want to have to type in <character name>@<global name> every time I try to talk to someone. Come up with a better means of everyone getting the character name they want that isn't requiring sending tells to All Father Odin@IAmTheMightyNorsePantheon, and I would probably be more open to shared names. Now, expanding the character limit by 5 or so for names and/or adding more special characters to allowed characters? I'm all for that.
  8. The only fix I would personally consider is bringing back TOs. (Which I was against removing....) The TOs could even be set to never expire. Sort of a pre-generic IO enhancement. However, that would be limited to an 8% improvement because that is the benefit TOs gave at full value and I believe that is why they were removed.
  9. I'm running the risk of getting another warning with the length of this debate. So I'm just going to leave it at:
  10. Then the devs need to be reminded that statement is there and needs to be updated.
  11. The tutorials give you 2 level 1 enhancements to teach you how the enhancement system works. They are tutorials, teaching players how the various parts of the game work is their purpose. And if you don't slot those enhancements, you will notice no difference in the tutorial run through compared to when you do slot them. (I've run the same character builds through the tutorials both slotting and not slotting the enhancements. I never noticed a difference between the characters.) Enhancements and enhancement slots are a fundamental part of the game, yes. Use of enhancements is necessary to keep the game progressing at a comfortable or enjoyable pace as you level, yes. There is no argument on that. Fully slotting your characters is the part we disagree on. It is absolutely not necessary. Just a few key enhancements in your powers will let the game keep progressing without slogging down. The use of generic IOs starting at level 7, because you can start slotting them at level 7 since they have a minimum enhancement level of 10, will alleviate the dependence on getting new enhancements every 7 levels. Slotting the START free enhancements provides the character with 4 enhancements that they will never outlevel starting at level 1 if they skip the tutorial. And using just a few key enhancements keeps the character at fighting trim.
  12. The game does not push anyone to TOs because they basically no longer exist. You can't get them any more that I am aware of.
  13. This is so wrong it hurt me to read You can absolutely get to 50 without enhancements, but it will suck and be really unfun as this game was designed for you to get enhancements very early on, hence TO/DO existing at all. I said fully slotted. Yes, playing without any enhancements is a challenge. It is doable and I know players that do so. However, I also understand that to keep the game moving at a decent pace, enhancements are needed. Just not fully slotted characters. See below for the part you are choosing to ignore:
  14. I am not. The game has a great many issues that the Live devs were working to fix and the current devs are still working on fixing. However, I maintain that the enhancement system is not one of them.
  15. And you are also missing the point. No one needs to be fully slotted with SOs or even DOs until they hit the end game. The focus on "my enhancement slots are empty" is a hold over from other games in a game where it does not matter until the end game.
  16. And the point that is being made that you refuse to accept is that new players can play without filled enhancement slots and still enjoy playing the game because that is what it was meant to be. A fun game where the enhancements make things easier but isn't necessary until the end. So for the purpose of having fun, a player just needs to slot the minimum, a few accuracies and endurance reductions, the free damage/recharge/damage proc enhancements from START, and they can just have fun with the game until they get to the point where they need full sets at the end game. It is that "I must always be at max effectiveness" mentality that ruins things.
  17. That's irrelevant, because, as I've said multiple times now, this is not about effectiveness. It's about the player experience. So again, you are covering your eyes and ears singing "lalala I can't hear you" because what I posted does not line up with what you are claiming. You are even citing my comment about player experience to say I am not talking about player experience. So again, you are arguing in bad faith.
  18. I actually skimmed them before posting. So correct, I didn't do an in-depth reading, but I did check to see what they said. I explained what player experience meant to me. You said to look it up. So I did. And neither of those say anything about players being at max effectiveness to have a good player experience. And my personal experience says you don't have to be at max effectiveness to have a good player experience.
  19. https://www.universityxp.com/blog/2019/9/10/the-player-experience http://www.digra.org/digital-library/publications/spectrum-exploring-the-effects-of-player-experience-on-game-design/ Edit: So lets compare apples to apples then. Enhancements are upgrades to our powers. And in WoW, it cost a preposterous amount to upgrade the character's powers. Or even buy new ones. While CoX gives new powers for free, but not the upgrades.
  20. I'm not following since the player experience I'm aware of is how the game itself is played, not if I can keep all my enhancement slots filled. Even in WoW I would run around without all my equipment slots filled because I couldn't get equipment to fill them. So I'm not understanding how empty enhancement slots are such a big deal in driving off new players. Edit: Here's another thing. I keep hearing that new players expect to be able to fully slot their powers because that is what they do in other MMORPGs. And yet, when I was playing WoW, you couldn't even afford to buy your next power or power upgrade just using drops and sales. I remember every time I leveled up in WoW, it would cost easily 100x more money than I had just to upgrade my powers. For instance, I remember one power cost 5 gold to get, but the mobs were only dropping coppers and the occasional silver. In a game where it took 100 copper to get a silver and 100 silver to get a gold. So if they are coming from other games and thinking they should be able to keep all their enhancement slots filled, my question is why?
  21. Incorrect. They start spawning as soon as you enter the mission. I witnessed them doing so with the very first portal.
  22. And the response being given is that the game is not balanced around having your slots filled. Even at high levels, most ATs can do just fine without any enhancements at all. The ones that can't can still complete the missions, but it is more difficult/dangerous. The expectation is that players will slot something to improve their capabilities, but not that they will slot everything. And it is the mindset that the player needs to slot everything that we are trying to explain to you is what needs to be explained to new players as being unnecessary while also explaining how they can get more enhancements for their slots. Correct, because we are expected to make use of the AH to get what we want and we have IOs we can craft/buy to bypass that concern. Which isn't even necessary as already stated. Until you hit the end game and start tackling things like Hard Mode, you're perfectly fine running around with empty enhancement slots. SOs aren't the lowest tier. DOs are. And if you just go for DOs, slotting SOs as they become available through drops, it is far easier to keep your character slotted. Which you don't even need to do until late game. (Edit: Especially if they make use of the free enhancements from START.)
  23. Now I'm curious. Horus was the Egyptian god of weather, though Tefnut was the goddess of rain and dew. So who are you referring to?
  24. Then your character was corrupted. It happens. If you haven't already deleted the character, you can request the character be recovered.
  25. My personal bias on patrol xp is exactly that, mine. When it comes to talking about how others are affected by something, I have to take a step back and view it in more neutral terms. Or at least try to. I don't expect anyone to think I'm in favor of patrol xp in any matter, but in this case, we're not talking about patrol xp itself as a game mechanic, we're talking about explore badges awarding patrol xp instead of regular xp like they used to. When they awarded regular xp, it didn't matter how long it had been since any given character was played. Unless they had xp turned off, they got the xp award even if they were maxed out on patrol xp. Now, if they are maxed out on patrol xp, the explore's xp reward simply goes away. Or if they are unable to run off and grab the explore during the course of playing, as will often happen to a player on a team that is not willing to wait on said player to possibly have to race across the zone and back to grab said explore, leaving that player as a non-participant on the mission that depending on the distance to the explore will find the team exiting the mission and going to the next before the explore grabbing player even gets back, then again they don't get the benefit of the patrol xp until it doesn't matter any more. So players with lots of alts that don't play them more frequently than every 10 days and players on fast moving teams will over the course of a normal game session find the patrol xp reward the explores now give does not benefit them. Whereas an increase in regular xp would still benefit them the same way it benefits everyone else.
×
×
  • Create New...