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EyeLuvBooks

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Everything posted by EyeLuvBooks

  1. Initially I suggested what I thought would be the simplest solution so as to not tax the development team any further than necessary. After reading through the rest of the thread I can see that there is more to be considered than simply doing it the 'easy way.' Despite the fact that there is precedence for it in the Sorcery Pool, I am opposed to the idea of a single power that is essentially Hover with a Teleport component simply because Hover would then become and orphan power. However, IF, as was suggested we raise the End cost of the power to a point comparable with a Hover/Teleport combo then those that merely use Hover as KB defense or a mule for IO sets can still take it while those that actually want to use it to move can still do so. I believe Pax suggested that we raise the cost of the Hover component to equal Fly (making it too expensive for typical Hover uses) but reduce the cost of the Teleport which works fine for me. My initial argument was, and still is, that even with the superior computers and internet connections we have now there are still circumstances where Teleport is an unreliable travel power by comparison to all of the others. I was simply looking for parity between the powers is all. I appreciate all of the great ideas and understand why my 'simple' solution not only is NOT the best one but might be one of the WORST of the lot. Thanks for contributing.
  2. I keep seeing a FF character (let's take the Defender because they'd have the best numbers) compared to the SR Scrapper (the Scrapper Primary apparently doesn't matter) and the argument that 'if the Defender wants the same defenses as the Scrapper than they have to sacrifice utility.' Utter hogwash. Yes, in order to maintain SOME semblance of balance the Defender would have to give up SOMETHING but remember that they already have...damage. There is no way that a Defender Secondary...ANY Secondary, is going to come close to a Scrapper's numbers. Based on a brief glimpse at Pine's the Scrapper will average TWICE as much damage over time. One of the reasons Controllers do less damage was explained as 'they're in less danger because they can change the battlefield.' In other words, Controllers can set up situations where they take less damage on average that a melee toon. In order to balance this, they were given less damage so they'll be defeating mobs more slowly. Wouldn't the 'Shielded Defender' be doing the exact same thing? Sure, he's tough to hit and somewhat better protected from Mez (once they GET that far...) but he's still going to be doing significantly less damage than the melee counterpart. THAT'S the balance! Safer, but slower...the opposite of the Blaster's 'fast but dangerous' playstyle. So what if the Defender can push a minion around? Not like it helps defeat them or anything. I don't believe in things being locked in place just 'we always did them that way.' Emmert did lots of things that the players hated, the later devs reversed those decisions and the players were much happier as a result.
  3. Hey, if they do this I'll sing praises from the mountains. Considering that they already have a Fly and a Teleport in one power now, there is precedence for this as well...
  4. I like having options when possible so yeah...a low-fx option that was less obscuring would be nice.
  5. According to Morgan Freeman, a very intelligent black man, that's exactly how we deal with it. No offense but I'm not going to take a white person's advice on a black matter over a black man's any more than you should take my advice on a Trans matter because I'm not Trans. No matter how I grew up, what I've seen or what I may think I know, I can't possibly fully understand what it means to be trans. Unless you were born black, I don't think you need to be talking about what will and will not work with racism.
  6. They want you to WORK for deleting unwanted characters? No wonder the old servers were staggering under the workload...
  7. Lol 'Hover Tar'. Yeah...good name for it!
  8. Yeah all of my teleporters use the MMB and yes, it's much faster. I was simply thinking that an slight increase in hang-time would be the easiest way to solve a relatively simple issue.
  9. The issue with this is that it STILL means that I need to use 2 Pool power slots if I still want some of the other teleport powers like Recall Friend. As to the other suggestions, I don't code so I have no idea which of these would be easiest. It may be that my idea is actually harder for some reason and one of the other ones would work better. In any event, I'm simply trying to make Teleport a more stand-alone power, not make it any more useful or powerful than it already is. As for falling damage being negligible...that depends entirely on the level of the character and the terrain being traveled over. If I'm in Talos with my lvl 22 character and one of my missions takes me over ground with lvl 28+ foes then the fall could indeed result in a Hosp trip. My point is that NO other movement power carries with it such inherent risks. You can change direction in mid-air with SJ if you see enemies below. Flight avoids enemies entirely. SS carries with it a built-it level of Stealth so you can run past foes and not draw aggro. Teleport is the only power that you can't reliably use to avoid enemies.
  10. As much as having 1000 character slots is GREAT, I'm trying NOT to fill them all by deleting toons that for whatever reason don't work for me. We currently have the email system to transfer funds from one toon to another and this can also be used for items like Salvage, Enhancements and recipes. One drawback though is that it's very tedious. Deleting a toon that's even in the teens means that I need to sell all their stuff, then check how much Inf they have, then create an email and include the Inf total. If they have the better Insps then I need to store them somewhere or email them ONE AT A TIME which is also very tedious and clogs up the email system. What I'm suggesting is a method of removing ALL of the Inf, Inspirations, Enhancements and other things not attached to the character and shifting them to another toon. If it turns out that there's not enough space on the receiving character for Insps, Enhancers etc then the leftover aren't transferred or are lost. In this way I can delete unwanted characters instead of cluttering up the server with them simply because I'm too lazy to take the time to shuffle all their stuff off.
  11. Wow...and I thought I kept a lot of data! All the spreadsheets... Just...wow!
  12. Same. I'm also a published author (no military experience though) with quite the imagination. I would love to submit ideas for backstory, scenarios etc.
  13. I hope you're joking about this because one of the best features of the game is that how you look has NO bearing on what you can or cannot do. You can Wings but not fly, for example. It may be that the Granite change was put in place as a PvP thing so others would know when the enemy was under that effect but whatever the reason, it's an outlier in a game that otherwise supports freedom of choice.
  14. Chaos United...I stand corrected (I actually have one toon that is a member but I haven't played her for a week or more). I can see your point and unfortunately my idea for a compromise (letting the Leaguemaster set a lower limit when he creates the event) would likely cause more coding headaches than it's worth. If the floor HAS to be hard-coded then I would be happy with a lower limit (you mentioned 25+). Many players start in their common IOs at lvl 22 so 25 would be fair IMHO. I can see arguments for both sides here.
  15. There are several powers from different sets that render their target or targets Intangible. Intangible targets cannot move, cannot attack and, most importantly cannot BE attacked until the duration of the power runs down. I'm willing to bet that datamining will reveal these to be among the most ignored powers in the game, mainly because once they take effect they are beyond the control even of the caster. Party members often can't tell that the enemy in Intangible because with all of the graphical fx going off the Intangible effect can easily be missed. I am going to suggest what I hope is a simple and straightforward solution to this issue: Simply enable the caster to turn the power off at will. This can be done by either making it a toggle with a limit of 30 seconds (most of the Intangible powers have a 30-second duration now) which the caster can simply switch off early or have a ring appear around the power while its in effect and the caster can click the power again to deactivate it. I'm not a big fan of 'dead' powers and fortunately this game has very few but these powers are very seldom used simply because they cannot be controlled once cast.
  16. Thanks for expressing my opinion in a manner less over-the-top. Obviously some people don't understand sarcasm when they read it...
  17. "That doesn't really happen, but I'm in an SG that runs a lot of events like MSR and I do hear folks wanting to run them that will have to wait till the current one finishes. That is an advantage for the instanced version." Are you part of Chaos Unlimited? They seem to be the most frequent MSR starters at least during the times that I play. IMHO the Leaguemaster has enough to do without having to check on the level of everyone who offers to join and again, the lower limit is an anti-PLing feature and I'm okay with that because frankly if I bring my 40+ toon and the leaguemaster lets in a few of his friends to get PLd then that means I'm carrying part of their load. I'm okay with that when it's MY team and I announce 'all levels welcome' but I might not want someone else's friends riding on my work, sorry. I agree that the lack of a minimap could be an issue. If someone arrives late and there's no minimap they'll have no idea where the herd is. I expect that the players will adapt but we've HAD the minimap for so long that not having it will feel...weird to me.
  18. A good point and very well said
  19. Right...ALL the players who want female MM pets would use them to enact terrible things. Not just a small percentage...ALL of them. So instead of address the problem by educating people that such behavior is wrong, you'd rather punish the innocent along with the guilty. So the 95% of us who love the AT and would use new pets to expand our creativity and make wonderful and fun characters have to be lumped in with the 5% who would do bad things with it because their parent failed at parenting. Right...got it...info assimilated.
  20. This is a fair statement and I'm sure the rest of us feel the same way. However, the idea that a character has powers that it simply CANNOT use solo is a dated system. MMs are a different animal entirely because their whole AT is built around the team THEY THEMSELVES bring to the table. A MM and their 6 pets is a team of one so their buffs make sense. My second 50 is a Water/Cold Corruptor. I skipped both of the shield powers and Frostwork because frankly I feel that my time is better spent attacking my enemies with one of the best powersets in the game and debuffing the enemy rather than tossing our small buffs that, at lvl 50 play, most of my teammates don't need anyway. It's like a team of ALL FF characters now...redundant, because after the second one everyone in the team is capped and the additional Def is wasted. Me taking those three powers, even though I team almost exclusively, would be wasted. No, I don't want everything to turn into a variation of Time either but given the changes to the game so far (most of them positive IMHO), I want the option of choosing ALL of the powers offered to me and having them DO SOMETHING whether I'm alone or in a team.
  21. This is as much a player issue as an issue with the game itself. As has been cited already, the numbers war was won by the players long ago. The only way to get the game 'as it was' (and Omega said it well...even the game on Live was like this) would be to only team with like-minded players and then play the game 'the old way' i.e. no double xp boosters for anyone, no bankroll 50s to pay for stuff, no top-end recipe builds etc. Asking the SCORE team to come up with new and challenging content 15 years after the game's release is unfair IMHO. NCSoft and Paragon had, at the top of the game, more than 50 people working on the game. I'm not sure how many people the SCORE team has but I'm sure it's not that many. They're also literally working with code that was so spaghetti back in the day that the Devs simply couldn't implement many of the changes they themselves wanted. The players have also changed. Over the last 8 years or so games have gotten dumbed down quite a bit. Players spend more time on console games where 100 hours of play is considered a lot. They don't WANT to slog through the same content for 50 levels...they want it NOW. It took me two years to get a 50 when the game was Live and I considered myself one of the slow players. Our game is just like the world around us...an older time watching newer, faster times speed by while we stand and tell people to get off our lawns. We can't go back to 'what it was' unless we fort up with a few select friend, draw the curtains, locks the doors and pretend the rest of the world doesn't exist.
  22. Back on Live the lag could get so bad that Teleporters were taking their lives in their hands popping around without Hover. Teleport was, therefore, the ONLY movement power that you had to take another power from another pool to use safely. These days lag is less of a problem yet I still find myself falling when teleporting if I don't have Hover. Why not simply extend the 'hang time' at the end of the Teleport animation by 2-3 seconds to enable 'porters to move about safely without having to invest in another power for safety?
  23. Something that was often a problem on Live and I've noticed a few times recently is mobs getting knocked into/through a wall or other obstruction. I recently saw this on a mission and fortunately someone had an AoE power that could reach the target. My suggestion is that every instanced mission have a minimum number of mobs at which point the mission is declared finished and the mobs despawn with no rewards given. The minimum would scale with party size where 1-2 would be 1 mob, 3-4 would be 2 mobs and so on with the highest being 4 mobs. So your team (or you solo) goes in and does the mission, which is a Defeat All. On a team of 7-8 when the number of mobs in the building decreased to 4 the mission would end. Any mobs stuck in the architecture can thus be ignored but they also won't grant rewards but TBH the rewards from 4 mobs is pretty slight over the course of an 8-person mission.
  24. One of the few things Champions Online did was the Powerhouse. You go in, level up and you can then immediately test the power. 'Oh, that's not what I thought it was!' Go out and remove the power for free. Personally I'd like to see several different levels of Respec: One where you could remove the latest power you selected as well as any slots in it One where you can just remove slots and Enhancers but not have to re-select your powers (great for when you get your Cardiac to T3 and don't need all the slots in all the Leadership powers) The full-on respec we have now. Give the full-on once per ten levels as we do not (at the 0 levels), the 'remove slots and Enhancers' type on the 5 levels and the 'remove latest power' before you select another power.
  25. No because, as the video above clearly shows, you NEED an aggro cap. Lots of people cried about ED and I joined the game about 2-3 issues later and when I saw what pre-ED character could do I laughed and thought 'what IDIOT let that go live?' The aggro cap was put in for a reason. That reason is still valid ergo so is the cap.
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