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UltraAlt

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Everything posted by UltraAlt

  1. What the OP is that?! An OP pet at level 2? Yeah, hard pass on that.
  2. @Raikao Great. I always thought it was posting and selling fees and calculated that into my posting prices. I see that https://homecoming.wiki/wiki/Wentworth's_Fine_Consignments words it close to your wording (essentially the same meaning); "....Now this consignment house is not free and we do have two types of fees. There is a Listing Fee, which is 5% of the price you sell your item for. The minimum listing fee is 5 influence. You get this fee back if you sell your item. There is also a Transaction Fee of 10% of the final sale price, which is deducted at the time of purchase. The 5% you paid when you listed the item is subtracted from the Transaction Fee. You will use your Influence to pay for these transactions...." The influence you pay from listing the items comes from the influence you have on hand at the time. Transaction Fee - Listing Fee comes out of what the items sell for before you pull the influence from the market on a completed sale. I guess this should be included as well as it is the next paragraph ... "....Please be aware that you will lose your listing fee if your item does not sell. Also, you may put up a 'looking to buy' order. Your items will stay up for sale indefinitely, as long as you are active in the community. If you disappear for 60 days or more, your items will be lost." I have been miscalculated and had characters that had not logged in within 60 days (within the last week or two) and they did not lose the items that they had up for sale (or, more correctly, still had the inf waiting from sold items). So it is a 60-day account log-in versus 60-day character log in.
  3. Yes. That is true. But many of us know that people will try that in order to cheap out on the auction prices. exactly. Don't be shocked if you put something up for 1 inf that usually sells for 14 million and you end up get 250 infl for it. Just because the most recent bids are at 14 million doesn't mean that there are still 14 million bids still waiting for the product. Look at the number that are for sale. Look at the number that are trying to buy. look at the price. see the dates. Now the kicker. That information isn't always correct. Generally, the lower the number for sale, the close you should post it to the amount you want to make off the product (and include the price for posting and selling the product in your price point). It will always sell to the current highest bid above your posting price. Posting something for 1 inf is a gamble. Is losing the amount you could make worth the amount you save on posting fees? In most cases you aren't going to have hundreds of bids at 50 inf on something worth 14 million, but I wouldn't put it past some of the Ebil Marketeers. Because as P. T. Barnum supposedly said "There's a sucker born every minute". - https://en.wikipedia.org/wiki/There's_a_sucker_born_every_minute
  4. UltraAlt

    Magic

    There is a Titan weapon that is a sword with mystic runes on it.
  5. Yes. You do have a very strong Personal Force Field to shield yourself with forcefield. https://homecoming.wiki/wiki/Force_Field#Personal_Force_Field I know you can't fight with it on, but "The Personal Force Field is almost impenetrable to all attacks, even Psionics and Enemy Teleportation..." I agree that the other shield sets don't grant a shield to shield the caster. The other sets probably didn't get one because people complained about "how useless" personal force field is. Myself, I take it and I slot it on my forcefield defenders and controllers. I find it to be useful when I need it.
  6. Yep. That's a level 24 boss with two purple minions standing by my level 20 mutation contact. Really? oh, yes. I went back to take this screen shot. It was a level 23 boss previously!
  7. You don't give a complete list, but, from that list, I have to say most of them. I have over a hundred characters. I enjoy playing all of them. It really depends on what I'm in the mood for playing or what kind of teams are running (or I'm thinking of recruiting for) at the time. Sometimes I'll dig one out that I haven't played for a long time. On the other side, the most grueling to play at this point are the ones that I play for :: Because I don't want to outlevel the contacts, I run solo almost all the time on those characters. I feel like I need to make progress on them, but a lot of the hunts on the Origin Arcs are really difficult to solo. And, honestly, I'm more of a team player. I'm a character conception player. So what makes them exciting to play for me is that they aren't .... Sure. I have some of the same characters on different servers, but most of my 100+ characters are one-offs. They each have their own origin story, reason for fighting crime (or being criminals, yeah, I have some villains), type of crime that they are more likely to fight, fighting tactics, etc. If you make individual characters their own individual and you take time crafting that ... well, that adds more of a connection to the character and increase the enjoyment for me at least.
  8. At least the cave walls aren't purple!
  9. In PvP for defeating other players? Multiboxer will just line up their weakest characters full of awakens, defeat them with their most powerful character as quickly as possible, toggle to rez them with the awakens, toggle back and defeat them before their dizzy from the awaken has ended, and repeat until they need to go back to a base to get more awakens so they can do it again. Giving anything lucrative for PvP is just going to turn PvP into a new form of farming abuse. I didn't want to bring up how easily this can be abused and tried to target on how to organize something someone enjoyed, but it seems to be at the point that it had to be said clearly.
  10. No idea. I made all 100+ of them to be fun. Some maybe less fun than others. Some may seem a bit tedious at times, but there is no way that I could pick out one or even one archetype as the most fun.
  11. I think the entire respec process is tedious so I simply don't do it, except for very rare occasions. I think i have respec'd probably twice since I've been back in THE CITY. I think there other other things that would be a better use of DEV time.
  12. I like fighting the 5th Column, but I understand why it was removed for the European release. The Council is simply a fascist military group that doesn't dress in quite as much like a notorious historical enemy of Captain America and other heroes. I don't know how it is in the comic book shops these days, but it used to be that you couldn't walk into a comic store without there being at least one recent comic book on the racks where someone was fighting a Fifth Column like organization. To me, fascists are good enemies to fight against. (I apologize of I'm breaking any forum standards by saying that.) They have variety enough to meet the genre standards. From what I hear, the Council are considered to be one of the weaker level 50 enemies. That is to say, I hear that people pick them to fight on level 50 police scanner missions in Peregrine Island as they are seen to be weaker than the other enemies at that level. So, at level 50, I would say no. They need to be beefed up at level 50. I would add some Council at level 50 that are able to use radiation (nuclear) and toxic (chemical) attacks. I like Striga in general including the task forces there. I generally don't have issues will kill all as long as they don't have enemies hiding under stairs or in weird locations. I would like to see more arcs fighting the 5th Column. As indicated above, I would probably give the 5th Column and the council some radiation and toxic attacks after level 40 or so. Did I say that I liked punching the 5th Column and Council? I pretty much like using any weapon to fight against them.
  13. PvPres can reduce and even possibly eliminate the toxic behavior by not accepting it as a group. If everyone reports the toxic players, the DEVs will do something about it. If they talk s#$# in broadcast, there is the evidence to report. PvPrs could even tell them that their behavior is detrimental to PvP - which it is. Throwing your hands up and walking away from doing something about it doesn't mean that nothing can be done. It just means that PvP isn't important enough to you to try to do what needs to be done to attract and keep other people playing PvP. btw. I have never run into Catgurls ERP'ing in the Pocket D on Everlasting. As far as being griefed or your solutions about being griefed... I wanted to PvP. I would know how to deal with it. You don't need to tell me how to deal with it. Out of the 36 ways to get out of a bad situation, the best one is to leave. And that's one less player playing PvP. And anyone else that does likewise means one less. And the more that leave that find something else that is more fun to do and don't return to something that was a bad experience, the environment that causes that bad experience gets fewer participants - those that remain shouldn't be given greater rewards simply because there are fewer of them. This thread is running in circles at this point. It seems some feel like they need to insult other people during discussion, so I'm going to walk away. No reason to waste more of my time on this thread. My intent was to post something helpful in order to organize in a way that I thought would help get players together to PvP. I don't think that PvPer deserve extra rewards.
  14. Probably because they couldn't balance it. When it was launched it wasn't balanced. It still isn't balanced. I'm trying not to post bad stuff about PVP but I'm getting pushed against the wall. If people want to PvP, that's great. I don't think they should get extra rewards for doing something they like.
  15. it isn't worth selling that grind - that was put in there to keep those that want that grind busy - simply to get more people to PvP. ... and could easily get exploited as people took turns letting other players defeat their characters ... too easily exploited....
  16. Not to ostracize anyone, but I have had that poster on ignore for a long time. What I consider to be their "bad attitude" isn't directed at PvP alone. And, I'll go ahead and say it, the CoH Forum Community before the Sunset was much larger, but I have far more people on ignore now than I ever did back then .... way more. Agreed. See my first post on this thread. Toxic players regardless of what part of the game they are involved with drive players away from themselves and usually the activity they are engaged in. Saying that toxic PvPers were at least part of what drove me away from PvPing more before the Sunset is a fact. It doesn't take large numbers to have a detrimental impact on something. It just takes enough vocal ones. I don't know what "that's not how it works" means in relationship to "fix the players". Perhaps you could explain that more. You are obviously wrong. The game was built for PvE and only PvE. There was no PvP when the game launched. PvP was added to the game later on and anyone that did any PvPing when it was added and years later knows how many changes were made to PvP to try to balance it. In my opinion, it is still a failure to balance between archetypes let alone level and enhancement imbalance. Street Fighter, Mortal Kombat, Eternal Champions, Samurai Showdown, Soulcalibur, etc. were games designed to be PvP. CoH was not. Not at all. PvP was added to try to get a different demographic subscribing to City of Heroes. It was still subscriber based back then. City of Villains had not even released yet. If you are looking for a fighter game, there are much better options. To anyone that is actually looking for a fighter game to play, that is abundantly clear. PvE is far more balanced than PvP. Also PvE in CoH is meant to be about team synergy. It does a very good job of not only different archetypes augmenting each other, but having multiples of the same archetype increases that archetype's strengths. Again. Read my first post in this thread. I'm not against player's PvPing. However saying that there are no issues with PvP (on multiple levels), toxicity in PvP player base doesn't drive players away from PvPing, and/or how badly PvPers are treated does nothing to increase the number of players that are engaging in PvP. Giving additional rewards to try to sucker players into content simply because enough players don't want to participate obviously rewards the people that already do the activity more than someone that might just "check it out". If you want to give badges for player defeats, fine. I don't really care about the badges. When it comes down to it, I really don't care about the hologram costumes either, but to some people that is a big deal. Apparently, the person posting thinks they are a big enough deal that it would lure more players to PvP simply to get the hologram costumes.
  17. I don't know how it is lately, but, back before the Sunset, there were enough PVP players that would actively berate and harass you if you were a PvP zone sometime regardless if you fought them or not. If you did and lost, well, then you would really get the "you suck", "you're a noob", "why do you even try" kind of bs. It wasn't everyone and it wasn't all the time, but PvP does breed that type of mentality in some people. And it should be no shock at how I dealt with the situation. I seriously hope that it is obvious how I dealt with it without me needing to say it. Getting ganked repeatedly. Being outnumbered by the other side. Picking one of the archetypes that was intentionally gimped because it made PvP less fun for some of the other archetypes. And a bunch of more unbalancing factors and situations that all end up as "not fun" .... drive players away from PVP. If I can have fun teaming up and running around in THE CITY winning against enemies, why would I want to experience someone mercilessly beating me down and chastinging me about my lack of skill? Sure no gear repair costs, but where is the fun gained from repeated defeats and verbal abuse? The PvP Community has been largely ignored by most players. The PvP Community was very vocal on-live. The PvP Community worked very hard for advantages to certain archetypes to the detriment of other archetypes. PvP is in no way balanced in City of Heroes. The game system wasn't built for PVP. You don't have to do that any more. People can Auto 50 a PVP character at this point. I haven't bothered. I have gone into PVP zones on several occasions and found them to be empty. I made characters on the PVP server at the time and found it to have far less communication on /lfg then on any of the other servers. People not wanting to participate or interact with PvP (on any level) isn't ostracization. It wasn't like players were "Oh, you are a PvPer? We don't allow PvP players on our PvE teams. Get lost loser!" That would be ostracization and that wasn't occuring. I don't see how PvPers were "persecuted" either. How were you punished for being part of the PvP community? (Other than by toxic behavior from other members of the PvP community.) The PvP community has always been very small slice/percentage of THE CITY's population. Numbers are small now all around.
  18. Don't even get me started about abusing bags of holding. Oh, well .... there was this time that a guy was reaching around inside of a bag a holding .... and he forgot that they had stuck a werewolf in the bag and ... I said don't get me started, I didn't say I would finish the story!
  19. If the goal is to get more people to PvP, I suggest you run and promote PvP events during your play time (which hopefully is a consistent time) so that you can get a base of players that know PvP is going on at a set time/server. Of course the challenge is to get relatively balances numbers on both sides. So I would suggest making teams in a co-op zone and balancing the number of heroes and villains and then pick a zone to engage each other in combat (because I think the arena is pretty much garbage myself...) You can post your event on the forums. You can talk it up in the forums. But more important you can talk it up in /LFG. The more consistent and balanced your mentoring the PvP experience for others is the more likely you will have others join you. Of course, I get all the PvP I can handle. The Market is the best and most balanced PVP in THE CITY. And I get to PVP with pretty much everyone that plays! En Garde!
  20. The best PvP in City of Heroes!
  21. Which goes back your preference. You seem to be waffling on which is more useful between KB and KD. Here is a hint from the DEVs on before the Sunset and even here on Homecoming. Where is the KD to KB proc? There is none. Why is that? I can think of one very good reason. If you are a tank and you taunt foes, they are forced to move up into melee range to attack. Taunt them. Use a PBAoE power with KD with a KD to KB proc. All the ones that get KB can't attack until they close on the Tanker again. As soon as they close, Taunt and use a PBAoE power with KD with a KD to KB proc. Of course it is playstyle and not very useful on a level 50+ Steamrolling/Bull-in-a-China-Shop team, but that is what the coveted KB to KD proc is for. Yes, we know that many only play +50 these days. Yes, we know bunch of 50s use mids and only play mini-maxed characters. Yes, we know all of you have been badly suffering for years because of that slot that you had to put a KB to KD proc in. In the end, those bemoaning not being able flip a switch between KB to KD (how often? When is it picked? how often can you change it?) were still playing an it really didn't make that much of a difference. These threads come and go and this will come up again. But for now. I'm not putting any more wind into this thread's sails. I'll catch you on another thread.
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