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MsSmart

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Everything posted by MsSmart

  1. Hi: I freely admit to be a badge-a-holic, that said, I think it would be nice for our display to not only show those badges we are working to complete, but to also show those we have not done anything all towards getting it, like it was done for LRT where it showed locked or unlocked destinations. I think, this QoL would be very nice so as I approach the 1547 mark it would help me figure which ones I am missing. Thank you Sue Ps: I know the anniversary badges only come out once a year, could it be made possible to be available for purchase year around, I point out to null the gull sending us to other locations which allows us to achieve the same for certain seasons, maybe something similar could be done.
  2. Hi: I had a very pleasant chat with GM_Lines over my loosing the Hero Zone Event chat channel from both my Global and Chat channels, I noticed this happening for the past 2 days. GM_Lines told me he has been investigating the issue, and told me if I use Null the Gull to change alignment it removes the hero zone alert channel, this does not happen with the other channels, which I also verified. For now it is good for us to know of this bug and the work around. Thank you GM_Lines Sue
  3. I believe the devs in Homecoming are doing an outstanding job! The game is free, so pragmatically speaking, I can't complain nor inclined to look at a gift horse in the mouth. Yet politely suggesting how to make it better... CoH has an advantage over all other games in the industry today, it is free and has a super loyal player base. With the above in mind, CoH developers can have different game development attitudes, after all they do not have to make content that is focused in bringing the company more revenue. In the old days, when quantity of players was money, there were many practices used to retain and acquire new players, a common method was the good ole "time sink" which gives the illusion to the player they are doing a lot, but really they spent it traveling by doing missions with the mandatory not in the same zone ever, with mission entry points at the farthest points of the map, and stupid repetitive missions that were identical with a slight change; for example take the very much despised Citadel TF, it is a Ping Pong TF that bounces you between Talos and IP, always at remote mission entry sites, and then the foolish kill all's often with the same identical map! with the only change being Kill all get 1 computer, followed by kill all get 2 computers, all the way to Kill all and get 4 computers. To me a big retention booster, is get rid of the time-sinks, and watch people from other games get to know CoH is a no time-sink game, and watch our numbers grow. To fix Citadel for example, Citadel is in Talos, right, so change all the missions but maybe 1 or 2 to be in Talos, stop the inter-zone travel. With this in mind, go through the entire game and thoroughly limit how many zone changes a TF or mission requiries, say the maximum for a big TF is 3. Location of mission entrances, why so much Sky, Talos and IP and at really remote locations often the farthest border? Limit mission entrances from base porters to not exceed 1 mile, when changing zones. Change the time sink of kill and boss and guards, and the boss is placed in a room that is 80% of the map, and it turns out to be a near kill all, kill all is the time sink! Get rid of kill all's, or at least no more than 3 in long TFs! and please, make the story justify it. A good example of a dumb kill all, is in synapse, right at the beginning, go to a warehouse and find the abnormality, as I enter I see a place infested with clockwork. Hate to tell you guys, but I found the abnormality duh! Why do I need to go in and kill all? Maybe change the building to a hospital and say, you got to get rid of all the clockwork in the building, people are dying! Lastly it is a long look at arch type balance, the game has evolved... During live days, the developers mindset was pretty much along the lines of D&D, you have the tank to soak the damage, to allow the rest to their job, you have the cleric to keep folks alive, the mage to blow away the opposition and the sneaky thief for all other needs. That has been the recipe that is mostly used in just about every MMO today. What went wrong with this? NCSOFT made the variations too broad, and too brutal. A Tank that is virtually indestructible with modest damage, and a blaster that is totally vulnerable but kicks like a mule. In time the game broke down into 2 classes the melee and support. The balance worked well in groups, but when it it got to the "solo" area, the very same balance was anathema because the melee - support divide was too brutal. Take a tank with MAG 12 status effect protection, other melee had 8 and then the brutal contrast the support had "zero", this aberration worked ok in groups because it forced support to support the melee, they had no other choice. Because melee were so well made across the board it was particularly difficult to find challenge to be thrown at them specifically, and since support was totally vulnerable, challenge came at the sole expense of support. Look at a group fight at say mid levels, and watch who does the dying. So challenge were brutal, we now see Status Effect attacks being without mercy spammed with many having snipe range, and of course the support classes have "0" mag protection! to the melee the status effect attacks are of little threat to them. There was resistances to Status Effects, but at a 90% cap, the best you could hope as to be in la la land for half the time; which became irrelevant for you were being chain stunned, held, etc. Till you were murdered. Because the arch type balance is defective, it is nearly impossible to have increased challenge that is fair across all arch types evenly. During live, the devs began to feel the pressure of a defective infrastructure, and looked for band aids instead of fixing it. So we see the entry of the IO system, which allowed all the arch types to begin to balance their protections and abilities better, but notice the dogmatic abuse of status effects on support remained, also even in the IO world there was a remarkable bias in favor of melee; for the only true survival method for support was defense, avoid being struck. But note that defense versus range is almost always in the 6th IO combo; while the first 3 or 4 has all a melee would need as a whole. The IOs being a partial success, was now supplemented by the incarnate system; which provided the means for support to close the protection gap in part Clarion finally gave support a means to be protected against the abusive use of status effects., but once again it favored melee who became even more powerful and devastating, because they did not have to buy incarnate powers to make up for protective abilities that had been freely given to them and thus increased their self reliability and damage. With this done, challenge is "now" a major issue; and as usual it is the support staff that is getting the short end of the stick, for now lots of mobs have defense debuff, that does not even need to hit to do its dirty deed. So much for fair application of challenge. I do not see the same focus on mobs with resistance debuffs for example. So the tough part in this last piece, how to achieve fair balance and increase challenge? I would look at viewing a game were solo activity is the baseline, what all classes must have to be truly successful and as capable as each other. The biggest discrepancy is status effect protection, Tanks get 12, really? hey need that much for soloing? other Melee gets 8 mag protection, once again they need that much for soloing? and the rest get zero, really? are you kidding me? Obviously the tank does need 12 and the scraper 8 when in a group, but why are we giving this classes the group protection values when soloing? Of course, I am no fan or desire to return to the age where groups were forced to have a certain composition! That was terrible! So what is needed is to upgrade the support classes with better protections, and in some cases DPS. I would start by asking that all the support classes be given a MAG 4 protection ability, still inferior to the tank's 12, and scraper types 8, but sufficient to allow reasonable survival both solo and in groups. For all their weaknesses many of the support folks do not have the corresponding high dps. A controller for example if they try to area hold, they become an aggroe magnet, and lets face it they have an awful time locking a boss or better, and their DPS is laughable. A defender is even sadder they are the only arch type whose powers can't affect themselves, and then their dps is nurfed to be as bad as a tank, I fail to see the balance here, they have no protections, as the tank does and have the same DPS? really? Seems to me, the defenders should be able to affect themselves, maybe all those powers they have need to be PBAOEs, which support wise would be group wise much more valuable, and their dps should not be nurfed at all. Incidentally when the arch types are capability leveled, you may find that PvP becomes more practical too. Of course for PvP to work, the arch types rally need to be balanced, such as all have the same status effect protection since we are talking solo stuff. Sue
  4. I hate to tell you this... But your real enemy is the defective number generator or so called range excuse used, so no matter how good your accuracy is, you going to miss far more than the so called 5% chance of missing from time to time, it seems to appear the number generator gets stuck rolling high at times, and at others it is just fine. I truly wish, there was a way for the player to nudge the random generator when it is stuck rolling high. In Dark Age of Camelot, they listened to the players, and set a command where they could change the "seed" that fed the random number generator, maybe that is what this game needs as well. Sue
  5. Oh yeah, forgot about you guys... The game is perfectly dynamic
  6. Graveyard Shift was an interesting arc, it would be very enjoyable if they did not have the go there to just talk, and then back, the timing could have not been worst, you send us in a tour of paragon when you essentially threw a wrench at the travel system. That alone, put the arc in a negative perspective. I play a Storm/Dark Defender, my dps is a joke, I do less damage than a tank and have none of the protections they have (where is the balance here?) and you put me on kill all after kill mission, some are disguised as in escort the guy thru everybody so if you thought you were so smart by using stealth, well surprise. The mission is in fact doable, even by a defender at -1/1 difficulty, but its mega tedious for those with laughable dps and poor in protections. The freakish lab... Actually very little inter zone travel, bravo! But gees the 18 hero side souvenirs to be done prior to the arc, is simply wrong for a red side arc, you are forcing folks that chose to be red to do alignment changes and a lot of content to this mission (tarnished star). I would suggest Tarnish Star should have a red side point of view, such as you are enforcing the law of Arachnos! So you get heroes defeated and put in jail instead, after all it is a red side arc. But if you leave it as an alignment mind twister... Create a new hero arc in Oro, where anyalignment could get to it, and the arc allows the player to defeat the 18 targets needed. Sue
  7. Hi: When playing there is a lot of being sort off self paralyzed too long, when you shoot at something, you stay perfectly still as the graphics shows you preparing the attack, then you remain perfectly still as the attack travels from you to the target, and then you remain perfectly still when it finally reaches the target, and then you still remain perfectly still when you see the reaction of the target; in short that is a lot of standing, that simply does not make sense. When talking to soldiers or even watching movies, what I described simply does not happen. The soldier some times do stop, take aim and fires, but never stays put right after they squeezed the trigger, they immediately duck for cover! Sometimes they shoot while running. The sad part is this game does not allow for this reality to be simulated. Could it be possible to unlock the characters after they took the shot, I am ok with the in order to shoot you have to stay stationary (not quite realistic) but after that you can move right away. Also perhaps at a 25% accuracy penalty you could shoot on the move, and not remain stationary at all. So what do you think? Sue
  8. As I develop many many alts, trying to get the elusive mind accolade is rather difficult because Rikti invasions are too rare. It occurs to me, why not let MSR events be surrogate means, instead of blowing up bombs dropped by ships, allow bombing the grates during a raid b a substitute. for the heavy assault suits let the destruction of the warship cruising RWZ count towards them and lastly the killing of Rikti during the invasion, one for one with the killing of Rikti during the MSR What do you think? Sue
  9. Hi: Tryi8ng to get the command buttons is a real pain on the rear, I am still trying to figure how to get the dismiss button icon (with the x) instead of being forced to write the macro. It would be nice in the powers section, instead of the basic-pet commands window, be just pet command, and have there the action buttons, and all the commands to include stay, go to, and dismiss. The second QoL, is give the pets automatically my transportation modes, so they move as fast as I do, and not leave me in the middle of battle alone, because they are crawling to the battle zone. Thank you Sue
  10. Hi: I am really appreciative that the leadership abilities had their very long activation times reduced, its great for many of my alts that are heavy button built. Could you all please, please reduce the activation times for tough and weave as well to the same activation times given to leadership pool powers? Thank you Sue
  11. Hi: I been doing the Oro flashbacks in solo mode, with a defender, which can be quite challenging. The idea is to have the options menu when you set the mission such as no temos etc, is to add this other options. During my grinding, I have experienced missions that has special requirements such as: 1) Kill All, would be nice if we could go to the live practice that at 90% the mission would give you success; this way odd mobs spawned in walls or what not does not ruin the gaming experience. An option for hardcore types could be Kill Completeness. 2) Escort, some missions if you are stealthed in any form or matter the NPC can't follow you, in others it can. I would like for the NPC to be able to both follow you and benefit from area stealth powers such as Steamy Mist. For example it is very mean to have a storm defender whose main defense/resistance is steamy mist, to be shut off so the escorted person can follow, that is very punishing. An option to allow hardcore folks could be Sneaky Escort which allows you to have the escorted person or thing see you and share in your area stealth. 3) Locate objects, this ones can really ruin my gaming experience, in some missions they are marked in your map, in Praetoria they do not make sound nor glow at times, while other missions what you looking for is so vague that you are clueless what to click! I would appreciate if all find people or things be marked in your map. Perhaps this could be an option, so those who want the hardocre experience can have hidden object locations. 4) Kill leader and friends, in some missions I only had to kill the leader (Praetoria does this), on others just the leader and the one or two mobs next to it, and others I had to kill the leader and everything in the room (usually the room is 60% of the map). Would be nice if the kill leader be restricted to the leader and its direct escort, regardless of the room it is at. Perhaps an option to allow hardocore players can have Gregarious Leaders option. 5) Escorted Person, I been in missions were the escort ignores the threats and follows you despite of you being attacked by the mobs. others when they get close enough they freeze in fright, and others are just bloodthirsty and attacks anything in the room they enter regardless of range. Perhaps and option to have Get me out of here option the escorted person runs blindly behind you, if off they freeze. A second option is the Bloodthirsty escorted person, so all they want to do is fight, fight, fight. I feel the game has evolved from the grinding, timesink days to be just fun, and thus the changes would put more focus in the fun part than the grind part. Sue
  12. I disagree with the suggestion Not all arch types are as gifted to deal with mobs, and some are seriously handicapped when soloing. I support a choice system, which is already in place such as +4/8 if you want the AV so bad, or go -1/1 if you would rather have an EB instead. In many TFs you get no choice, it is going to be an AV, I really wish the option in a single person TF the end be an EB was possible consistently. Sue Ps: When making suggestions such as this, it would be wise to consider other arch types with good general purpose builds and not those custom made to be AV hunters.
  13. Hi: As of lately I began to hunt down badges, and eventually I came against the ones to be earned in Praetoria. Thus fat the only way I know to get to Praetoria from blue or red side is thru the tunnel system, and the choices are very limited, besides the tunnel system is not nearly as practical as the base transporters. So as a QoL, could bases have the means to go to the three Praetorian zones, please? As a secondary wish list, would be for bases to have teleports to Abyss, Hive, Ouroboros, and Cimerora. Thank you Sue
  14. I did, it worked, how you remove it when done? Sue
  15. Mmm interesting thoughts... A hami raid could also yield 80 merits if done once a day, the second is 40 for a total of 120. That said, you can buy a purple recipe of your choice at the merit vendor for 100 merits, and they sell for as much as the expensive hami. Also you can buy any winter set enhancement for 100 merits as well! So why not have the merit vendor also sell Hami enhancements, it can be argued that a good hamy is more expensive at AH than a winter set enhancement, and just as expensive as a good purple enhancement. So what price in merits makes sense? Since a purple recipe is 100 merits, lets just say that a built purple enhancement should be worth 20% more or 120 merits (the mats to make the recipe is about 20% of the price of the recipe in AH; thus I would suggest a hami to be available for 120 merits. After all the value of purples and hamis are subjective. If 120 is used, a player could do the Everlasting server hami raids which are doubles run events, and get the 120 merits in 1 session, note that the 120 would allow the purchase of a winter set enhancement or a purple recipe with 20 merits left in change. By doing this, it totally precludes the luck of the draw for hami enhancements. Sue
  16. Mmm... the /showfps as per wiki and my previous experience is show frames per second, not where in the map I am x,y,z. could there perhaps be another command? Sue
  17. Only a QoL recommendation: It would be nice to have a widget or addendum to the compass, where it provides your real time location (LOC) It sure would come handy Sue
  18. Hurricane and other powers, specifically the repel can't be made more intense, would be nice for them to be made strong enough to affect ebs and AVs, it is really a cheap shot from the developers to just give mobs ignores to a storm defender signature ability; I do not see mobs being given passes on melee signature abilities, that would be of course sacrilege, right? Longer hold player side, may sound scary, but controllers are broken, they can't hold anything over a LT with any practical consistency, and when they do get the hold, its comically short. MoG is annoying when itis exploited by the devs in so many TFs and you enter Planet of the Paragon Protectors... But I would rather have a power last longer than recharge faster, besides the always dumb posing for the graphic inthe middle of combat while the not-amused baddies pounds on you... Sue
  19. I like the trend of the suggestion At this time, controllers for their name sake are totally inferior to Dominators. If you try to do your job, and cast an aoe, all you do is draw 100% agroe, especially since must melee do not bother with Taunt (especially now since the great taunt nurf and even with 4 slots it's pretty much mediocre), results with all the Status-Effect users (almost all mobs) spamming them on the controller, who oh by the way, has "Zero" protection from it (resistance is worthless, so at best you are in lala land for half the time, way too much time to get killed while totally helpless). So possibly the controller locks down a minion, but the bunches of LT and Bosses they laugh at you, you won't live long enough to take the 2 or 3 or more attempts to lock them down. When you get to he sadistically status effect resistances of EBs and AVs, why bother trying to "control" them, you might as well use harsh language. If you are going to make the controllers useful, they need a lot of real love and not cosmetic. 1) They are supposed to be master of the Status-Effect attack, how come they can't defend from it? It strikes me they are like a dragon who can breath fire, but can't take fire at all, so utterly dumb. The first Controller improvement is that they get Status Protection that is 4 points better than tankers, they actually need the protection more so than tankers, that is 16 points. 2) Their status effect powers have too low mag to be effective, and the ones at 3 has such terribly long recharge times, they themselves are practically useless. Two things needed, 1) double the mag level effect potency of their Status Effect powers, that may make a dent and make them practical (while do not increase mob's status effect protections), 2) give a 5% chance their status effect powers ignore the mob's status effect protection regardless of their quality (minion, lt, boos, eve, av, monster). The same 5% they get to hit us despite our very high defenses rationale... So I am using the authors' concept to an extent, but just making it a bit easier to do, and practical. With regards to many controllers using it, when MOBs are attacking me, each and every one gets the 5% arbitrary chance of getting a hit, there is no change to the rule because 20 mobs are shooting at me... Hugs Sue
  20. I actually support the ability as a minimum to exchange any salvage to include incarnate within an account. In my case, that is a special since I am an Alt-o-holic. In general, I also support letting us sell incarnate salvage and add that to the market aspect of the game, it certainly will bring new life to that part of of the game. At one time, when the company made money out of time-sinks, the limitation made sense, it was a business must. But today, the game is free, and the business model has shifted from tedious time sinks to simple player enjoyment; a change I am all too grateful for. Long gone are the idiotic travel torture, even the TFs are being changed to remove brutal stupid tedium, so it only makes sense that incarnate stuff should now be sellable; in fact it would be a very very cool thing if the various incarnate slot items (t1,t2,t3,t4) for the various incarnate powers be craftable and sellable; but if any, as a baby step, just happy to be able to sell and buy materials to make such slot items. hugs Sue
  21. When you have a power that last a period of time, you have enhancements that reduces the recharge time, the amount of energy it takes, etc. But I never seen one that simply makes the power last longer, which from a player perspective may be quite alluring from the perspective that the power can last the entire fight as opposed to stop in the middle of the fight to restart it; such as many of the melee buttons that are so critical and have stupidly long animations. here is the super in the heat of battle, they stop everything to get into a poze, it does not matter that their enemies are pounding them while doing the poze. This is dumb, so why not have enhancement that can mitigate such foolishness? Other areas of benefits is for some pets being casted to last longer, etc. Also would be nice to have some enhancements to strengthen effects, for example hurricane, there is no way to increase the intensity of the signature power, so EBs, AVs, and even minions of higher level simply ignore it; for example my stormy level 53 with T4s galore, employs her hurricane in a BAF and all the crazies ignore it, how insulting. Sue
  22. Oro is a time and dimension place, so the cimerora destination is reasonable from that context, if not suggest, please! another much friendlier way to get to cimerora. The university and LFG are not good ways, so please suggest, be constructive, for a player friendly way Thank you
  23. I really do not PvP much, in fact I am a badge hunter. As a result I had to visit the various PvP areas to earn my badges, not being into the PvP scene, it was a nightmare trying to figure how to get to the zones, if I am going to Recluse's Victory, on red side I haver to go to the tower and then by some arcane feat of knowledge, know to look behind the map? common, that is stupid! Perhaps the portals that can send you to many locations could include PvP zones such as bloody bay, etc? Also while at it, can you at Cimerora to the oro portal? Thank you Sue
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