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Excraft

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Posts posted by Excraft

  1. 11 hours ago, shaggy said:

    This will breathe so much life into the support classes that have been left behind by the usual damage steamroll.

     

    This assumes there will be a large group of people who want to run higher difficulty settings.  If it's going to add significant time to ordinary TFs/SFs without the reward table being increased significantly, personally I see this being more for bragging rights than anything else.

    • Like 1
  2. Ran it this evening.  Overall I enjoyed it.  We had a pretty well balanced team with regard to melee/damage/control.  Whomever designed the new maps needs commending.  Very beautiful work. 

     

    As far as the difficulty settings go, I do like that it's encouraging a more mixed team without being overly punitive about it.  The higher stats on bosses and AVs is nice.  Not sure I would say that they are tougher, just last longer/more tedious.  Overall nice job on it.

     

    6 hours ago, ShardWarrior said:

    Referring to the below linked post and this sentence in specific... "Hard mode enemies will have higher baselines stats, but nothing unfair and no absolutes. Nothing like big special damage types or auto-hits."

     

    Having just run the new Aeon SF at Vicious level difficulty, this statement is not at all accurate.  There were plenty of special auto-hit un-resistable damage 1 shot kill you powers being used.  Are these part of the new difficulty or just native to the new SF at normal difficulty?

     

    Definitely seems like a rather large fib to me as well.

     

    6 hours ago, AerialAssault said:

    As far as I can tell, the hard mode enemies don't have auto-hit powers, but what they have is stacking +To-Hit, +Acc and +Dam powers as auras, and the base damage of their powers is increased. So they can, and will, hit very hard. Coupled with the heaps of debuff they get, anyone who isn't an active tank will probably be destroyed in a single salvo. That's why you need support to bring in debuffs & buffs to make sure your team doesn't immediately get stopped. 

     

    There are definitely some 1 hit wonder auto kill you powers in there either as part of the higher difficulty or baked into the NPC design.

  3. 6 hours ago, Voltak said:

    That is irrelevant 

     

    Sorry to be blunt, but this is utter horse shit. 

     

    6 hours ago, Voltak said:

    Also, the team attacking the same mobs will kill the mobs faster.  

     

    This ignores what several people have already pointed out - depending on the content, it is far faster to complete the mission objectives by splitting up.  See the Shadow Shard TFs that were brought up as an example.  Maybe you have 4 or 5 hours to waste on a play session, but not everyone does.  Splitting off into separate groups to complete objectives faster is helping the team, no matter how much you want to deny it.  The same lie can be repeated over and over again as many times as you want, it will never make it true.

     

    This statement is also purposefully disingenuous in that it doesn't take into consideration any number of possibilities with team makeup with regard to level, slots, enhancements, AT makeup etc.  If I'm on a team of lowbies with minimal slots and enhancements (if any at all) running a Positron TF and I'm on my fully decked out level 50, believe me, I'm doing more damage than they are at a faster rate than they are.  This can happen all the way through the game.

     

    6 hours ago, Voltak said:

    Also the team will get to the mob, since it is attacking a group of mob already, the best thing to do for you is to help kill the mob the team is already engaging.  

     

    And what happens when that mob is defeated so fast I didn't even get a chance to fire a shot or apply a mez?  How is that me helping the team?  Because we're arm and arm?  It's not helping at that point, it's leeching and isn't fun.

     

    6 hours ago, Voltak said:

    If it's your team and you are the leader do what you want, and please have the courtesy to explain to the rest of the team what you are doing, and why you are doing it. 

    you can enjoy the game and not be inconsiderate with others. 

     

    I'm guessing you missed the last part of my post?  If you did, please go back and re-read it.  And being considerate of others goes both ways.  So long as someone isn't running off and doing stuff to intentionally grief others, there's nothing wrong with what they are doing.  This thread and others like it are very superficial, thinly veiled attempts to define the "right way to play."  They're getting old to be honest.  

     

    • Like 3
  4. 11 hours ago, Rishidian said:

    Not saying they have to conform (or not conform) to anything.  And I don't believe I said, or inferred, anything about conforming.

    Just stating that using a written story to illustrate live interactions doesn't work.  It's a bad example that seems to be used regularly in the forums.

     

    Your argument doesn't work either.  Many if not all of those written examples follow real life behavior.  People work collectively without needing to be attached at the hip.   Where I work everyone has their own phone, laptop and other office equipment at their desks.  We work collaboratively with people in other offices all over the country every day.  Projects are broken down into various tasks and people will go off and work on their piece.  If we were to be expected to be huddled together in a room all day working side by side, we'd never get anything done.

     

    11 hours ago, Rishidian said:

    I have a question: Why would Superman join the Justice League?

     

    To sell more comic books.

    • Like 1
  5. 12 hours ago, Voltak said:

    EVen if I am not team leader and I see some team member doing this stuff like going on their own to solo groups of mobs , split away from the team, I tell them straight up that whatever they think they can do solo, they will do it faster if they do it with the team.  Taking on a mob will be faster with the team, not solo.  
    It's also screaming for the question -- why did you join the team?  

    Also, if the game is too easy for you, come talk to me:  I got stuff in game that if I put you through it, it will  adjust your attitude a bit. 

     

    Depending on the makeup of the team, their builds, mission settings etc it may very well be faster to solo a mob than it is to wait for the team.  Threads like these never once can explain what exactly is the benefit of huddling together to go from mob to mob.  They also neglect that sometimes if groups are wiping out enemies before an individual can get a single attack or hold in, that isn't fun either.  No matter what anyone tries to say, dividing and conquering is a perfectly reasonable and viable tactic and it is helping the team to complete objectives.  People don't need to be arm in arm skipping from mob to mob.  If you want to play a game where you need a complete team to cross the street, there are plenty other MMOs on the market for you.  City of Heroes never was like that and never should be in my opinion.

     

    As others have said here, communication is key.  If you want everyone to huddle together and jump from mob to mob, make that perfectly clear when forming.  Otherwise let people play as they like and enjoy themselves while contributing to the team.

    • Thanks 1
  6. 3 hours ago, PeregrineFalcon said:

    In order for "gatekeeping" to be a thing he'd have to actually be physically preventing you from entering a gate or door, or preventing someone from taking an action. That's what that means. Gatekeeping is not a synonym for disagree.

     

    He wasn't doing that.

     

    All he was doing was disagreeing with someone. And the forum rules specifically say that you're allowed to disagree with people. Right here GM Tahquitz said "If others disagree, that's fine, too."

     

    Ok? Did you get that? A GM specifically said that people are allowed to disagree with you! And changing the word from disagree to gatekeeping does not change that.

     

    TL;DR: It doesn't matter if someone "gatekeeping" triggers you, it's still not against the rules.

     

    Well buddy you're more than welcome to go back and read whatever you want.  You're certainly entitled to your own spin on things and to be wrong.  Sorry, I can see you're sensitive and got triggered.  Feel free to read things however you like. 

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  7. 47 minutes ago, PeregrineFalcon said:

    In order for "gatekeeping" to be a thing he'd have to actually be physically preventing you from entering a gate or door, or preventing someone from taking an action. That's what that means. Gatekeeping is not a synonym for disagree.

     

    He wasn't doing that.

     

    All he was doing was disagreeing with someone. And the forum rules specifically say that you're allowed to disagree with people. Right here GM Tahquitz said "If others disagree, that's fine, too."

     

    Ok? Did you get that? A GM specifically said that people are allowed to disagree with you! And changing the word from disagree to gatekeeping does not change that.

     

    TL;DR: It doesn't matter if someone "gatekeeping" triggers you, it's still not against the rules.

     

    There's a difference between disagreeing and pretending to speak for what the development staff can and cannot do and should or shouldn't be doing.  They're adults and can do that themselves.  I understand you want to be anal retentive about definitions of words and that's fine, I'm just pointing out this is a common thing on forums for various communities.  Sorry if that triggers you. 

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  8. On 10/26/2021 at 12:53 PM, PeregrineFalcon said:

    A person cannot be a gatekeeper unless they are actually able to prevent an action, in this case prevent the developers from implementing your suggestion. Can he do that? Can he fire the developers if they attempt to implement your suggestion? No? Then he's not "gatekeeping" or whatever word you want to misuse to describe his actions. He's "disagreeing with you."

     

    People don't need to be developers to be gatekeepers.  There's forums and communities for various IPs all over the internet that have rules against this and don't allow members to gatekeep.  You see this a lot in the Trek, Star Wars and Tolkien community forums.  STO has gatekeeping built into their forum rules.  See item 22 here

     

    The forums here could use a similar rule in my opinion.

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  9. 5 hours ago, MoonSheep said:

    i’m not sure i’ve worded my post too well, the new ‘trinity’ TFs would be completely optional to play and would be added to the existing pool of TFs/trials rather than taking away or changing any content

     

    anyone would be able to play them too, it would just have certain benefits to mixing up the team structure and playstyle a bit - inspired slightly by the challenges on L4D2

     

    You can already create your perfect trinity team for any existing content in the game with the extra benefit of playing on a well balanced group. 

    • Like 1
  10. As the title suggests, I've been meaning to try a Dark/Dark Brute, but will admit I'm clueless when it comes to Dark Armor.  I've no idea what to pick, skip and how to slot.  I'd like to build something that's all around tough and can handle whatever I throw at it.  I'm not big on taking tons of pool powers just for IO mules so I'd like to see what can be done with IOs and set bonuses.  I can afford pretty much anything. 

     

    Anyone have any advice or preferably builds to share?  Much appreciated.  Thanks.

  11. On 10/22/2021 at 2:12 AM, MoonSheep said:

    the game is far too easy and there’s often very loud opposition to anyone who suggests amending anything or trying something different to improve the game and retain/attract players

     

    A game that launched 17 years ago using outdated code is going to have a very, very hard time attracting new players.  I'm sure there will be a few to check it out here and there, but in my opinion it's never going to draw in any large crowds.  There's way too much competition now.

     

    On 10/22/2021 at 2:12 AM, MoonSheep said:

    new TFs which require classic trinity play for those who enjoy it

     

    No thank you.  You can already create your classic trinity teams and run whatever content you like.  This is yet another thinly veiled attempt to incorrectly define the "right way" to play and the "correct" team composition. 

     

    From what I've read, it sounds like the Homecoming people here are approaching this hard mode the correct way.  "Proper" team makeup may be encouraged, but in no way mandatory.  I'll reserve judgement for when it's on BETA as we have been burned before with changes that sounded good, but turned out to be real steaming piles.

    • Like 1
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  12. On 10/8/2021 at 8:52 AM, arcane said:

    To two ideas above:

     

    If 8 blasters can do a hard mode tf, then it isn’t actually hard mode.

     

    If rewards don’t increase with difficulty, then it’s just another self gimp mode. We already have those and the devs shouldn’t waste their time on another. 

     

    This is another thinly veiled attempt at incorrectly defining what is the "right way" to play and the "correct" team composition.  8 blasters being able to complete a TF on hard mode is not wrong and is highly dependent on the circumstances.  Did it take them far longer than it would have with a tank and support?  Did the team wipe repeatedly with every mob spawn?  Hard does not and should not mean impossible and people should not be prevented from playing like this if that's what they choose to do with their free time.

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  13. 9 hours ago, Glacier Peak said:

    If it bothers a player enough, they will do something about it.

     

    I did do something about it.  I made a suggestion in the suggestions and feedback forum, which to my knowledge is encouraged by the developers here.  You're welcome to disagree with my suggestion, however the "I have a sandwich" and "suck it up" don't work and isn't helpful at all, nor is moving to another server or any of the other "solutions" you mentioned.  I would appreciate it if what is or isn't a lot of work for the development team be left to the real development team instead of the gatekeepers like yourself.  Gatekeeping isn't helping anyone and is more a detriment to these forums and community than it is a help.  

     

    Thanks for your comments.  Your solutions aren't helpful in the least and quite frankly aren't worth my time or effort to respond to anymore.

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  14. 16 minutes ago, Aurora_Girl said:

    You can't control other people's behavior. 

     

    That's absolutely correct which is why I'm asking for a simple QoL change to have people zone in a little further away from the portal so it doesn't get cluttered with bodies and pets. 

     

    4 minutes ago, arcane said:

    What is the extent of the problem? As a daily user of Excel ouro, the QoL problem seems to amount to no more than “I had to move my cursor a little to click the portal.”

     

    People could also have some degree of courtesy for their fellow players and move off the portal when they zone in.  I know having to move their character a little when they come in is a big ask.

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  15. 3 hours ago, Aurora_Girl said:

    Like...you can't just do a thing for specific servers. I am on Excel throughout the day and use ouro constantly, never once have I had an issue with it. 

     

    The old "I have a sandwich, so you can't be hungry" excuse never works.  When I'm on Excel it's a problem not just for me but for my family, friends and SG mates as well as others in the leagues I run with for iTrials and such.  I get it, you don't see the problem.  That doesn't mean it doesn't exist.

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  16. On 10/1/2021 at 12:47 AM, Wavicle said:

    That's right, there is. And so it's not a good idea to have systems that add even more large gaps.

     

    The answer is play more, get more levels and better gear so you're all on par with each other as equals, not crying for nerfs because you can't keep up.  Expecting everyone regardless of level or gear to be on even ground is a fantasy.  The Devs are handling this the correct way by adding options, not taking stuff away.  This hard mode they are talking about adding is more than likely to increase that gap between solid endgame IO builds and not.

     

     

    • Like 2
  17. 3 hours ago, Wavicle said:

    Yes, that's true. However, it is very difficult to balance the game when team members relative levels vary by so much. The sidekicking/mentoring system works pretty well when it restricts everybody to within 1 level of the mission owner. Adding the +levels really throws things out of whack.

     

    Exemplared 50s with full sets of IOs or even SOs really are always going to outperform lower level characters using minimal slots and lower tier enhancements.  Same thing goes for a sidekicked lower level character.  There's actually quite a big gap there.

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  18. 7 hours ago, Cobalt Arachne said:

    Hard mode enemies will have higher baselines stats, but nothing unfair and no absolutes. Nothing like big special damage types or auto-hits.

    That being said, in a state of the game where a Defender can soft cap S/L/E defense with four power choices and minimal slotting investment, a new baseline was needed so that enemies can actually threaten players and was a requirement, but there is some new nuance and specifics regarding that, it will make more sense when the content is available on Brainstorm.

    Keep in mind that enemies that cannot in any meaningful way threaten a team of players means control and support roles have absolutely no value. Enemies will be dangerous again, but playing poorly is the real killer. In testing the primary culprit of most deaths was the team splitting and aggroing too many mobs at once.

     

    I'll reserve my judgement until this is on BETA and can be thoroughly tested.  We've been burned badly before with promises of one thing that gets replaced with another thing that isn't at all desirable or welcomed.  This sounds interesting, however I'm extremely cautious of the implementation.  What you all define as "unfair" or "playing poorly" can be very different than what others consider it to be.  I'm leery this is going to try and corral people into a specific, scripted style of play with specific team makeup to handle encounters.  That isn't fun and it's what WoW is for.  Also, parroting that support and control has no value at higher levels I think is an over exaggeration and always has been. 

     

    I see a lot of bickering about setting TFs to hard mode or not coming with this.

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  19. 10 hours ago, cranebump said:

    The whole "take a bite, the decide," statement doesn't hold water. You can put a rating on arc without even entering the mission. Just load it, abandon it, rate it. So you can "decide" without even sampling it, which is very (VERYVERYVERY) likely what the revenge rater did. 

     

    How do you know for certain that's what the person the OP mentioned did?  We don't know all the facts, just one side of the story here and we're only seeing part of the conversation. 

     

    10 hours ago, cranebump said:

    Based on the evidence offered (the offender's own words), It's also pretty much beyond "possible" that the revenge rater is being a colossal jerk. Not sure why you're defending them, unless you happen to know who they are, and/or you know something the rest of us don't.

     

    I don't disagree if that's what the person did, then they're a jerk.  I've said that several times here,  I guess you missed that.  I'm not defending the person at all either.   All I've been saying that jerks are going to be jerks no matter what and that someone 1 starring an arc really doesn't mean much of anything.  Throwing a tantrum and wanting to revenge report people for 1 star reviews is a can of worms best left closed in my opinion.  And no, I don't know any of the people involved.

  20. On 7/24/2021 at 7:24 AM, GastlyGibus said:

    No, I don't just want positive feedback. I want feedback in general, which is not what I was given. If Random Man actually played my stories (which, again, I must reiterate that it is literally not possible for him to have played all of my stories in two minutes) and have me actual, real feedback, I'd be fine. 

     

    This was originally just me asking if I could do anything about this. I reported it, for what it's worth, but now it's turned into a discussion on the overall effectiveness of the rating system, which I'm fine with. This issue has clearly demonstrated that the system is flawed and needs to be fixed.

     

    I'm not asking for the entire system to be upended. I'm not asking for the rating system to be removed entirely. I'm asking for the system to be tweaked so that randoms who haven't played the stories don't have the option to just rating-bomb whatever they'd like with impunity. Or, as someone else mentioned, possibly add in some kind of completion ratio showing how many players actually completed the Arc in question and how many quit before the end. 

     

    My reply that you're quoting wasn't directed at you, but if you want to inject yourself into it that's fine.  I get it.  The player who 1 starred your arc was a tool, but you're pretty much throwing as much of a tantrum as they did.  People don't need to play through entire arcs to offer a rating.  As far as  them not playing through your entire arc, you only need 1 bite to know you don't like the food.  Sure it's possible the person was a jerk, then again maybe not.  Like I said before, you didn't suffer anything other than a bit of a bruised ego.  Others can still find your stories and play them.   

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