
MsSmart
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Is there anything automated, not too keen at clicking every single badge I gotten, at this time it is 1,482, not fun... I did saw one where it sent the data to another site, which I am not comfortable with. Sue
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Proliferation of Talons Bottom costume to Skirts/Shorts
MsSmart replied to ComputerFox's topic in Suggestions & Feedback
That does clear things up -
I been playing a Mastermind, who allegedly fights thru their pets. That sound all good, but the pets get no survival or damage benefits from IOs or the player unless in general they are within 40ft (which some melee attacks can reach), their ranged attacks are a miserable 40' and a second one at 80'. The Pv2 Vendor attacks tend to be 80' So as an improvement on MMs, can you make the IOs and player buffs that helps the pets have a range of 80', and all ranged attacks of them be 80', please? Otherwise, the game system forces the MM to go in with their pets, and lose the "protection" allegedly provided by range which is not very smart for a class devoid of status effect protection, very few opportunities to raise their defense and resistance. The concept that the pets share the damage with the MM is impractical, for they have to be in defensive mode; so much for quarterbacking, and dictating how they fight, so in practice this so called advantage is moot. In fact all ranged combat powers should be 80' with the exception of snipe. I can see an exception with Sentinels, whose range attacks should be 40 and hit as hard as a scraper, who does have reasonable status effect protections and opportunities to boost their defense and resistance. Sue
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Mmm, not that I would be eager to see the merit values change, but it could make sense that the merit award not be fixed as they are, but be based on time, as noted above TFs 1 merit per 3 minutes, so if you do a fast TF, well it was fast, but you did not get as many merits as taking your time and killing everything. This could also be compensated by adding 25% merits for each handicap experienced during the mission such as no temps, etc. This could be a way to reward low level groups, really battling, versus 8 level 50 incarnates trashing everything on site. Sue
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Hi: So the past few days I was doing the Mr. G arcs, and got a handful of badges, but later when I checked on wiki, I learned I was missing 2 badges Honorary Bro/Sis and Pyromaniac. When I did the Mr. G arcs it said nothing about Dean MacArthur, there is no mention that I should have previously completed his story Arc (me, myself, and my other selves), this is especially true if doing this via the flashback system. There is no clear instructions to go visit Dean between the 2nd and third mission of first arc, there is a cryptic caption at the beginning of the second arc that was not much a clue for getting a badge. Recommendation for this particular badge, when doing Mr. G, either do not let this arc be commenced until the Dean Macarthur Arc is done, or suspend the requirement of having the Dean MacArthur arc done in advance. Then add a mission between the second and third mission to actually go talk to Dean, this would be nice from the prospect of finding Dean since his icon is not on the map. Then on the third mission state as minimum as an option: Rescue Dean MacArthur, or add it to the mission requirements. In general badges should not have odd inter-arc requirements, beyond having previous arcs of same contact completed, to avid the issues stated above. The arcs, mission themselves need to be badge getting friendly, not ambiguous or missing it all together. For example in Pyromaniac you are supposed to set all 5 bombs before the Penelope's did their thing. It would have been polite to add in the mission description: Option: Set all 5 barrels before the two Penelope's finish their fight. I know that this could be a lot of work, especially identifying which arcs needs cleaning, perhaps a forum entry can be made for players to log them as they stumble upon them? Some for the books: The Thief of Midnight, specify that after talking to Ashley to take a side door not the main door next to her Keeper of the Coral Lore, Vincent Ross in the oro flashback never suggest to go get side support from Vince Dumbrowski or Lorenz Ansaldo, this requirement needs to be a mission proper where the player gets to talk to either of them, it also helps locating them since their icon is not on the map. Then each mission, must have the use radio to talk, and the glowie option besides the normal objectives These are a few for the books... Sue
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Proliferation of Talons Bottom costume to Skirts/Shorts
MsSmart replied to ComputerFox's topic in Suggestions & Feedback
I thought that the talon skirt was an option already Sue -
Request: Option to reject prestige sprints
MsSmart replied to Zepp's topic in Suggestions & Feedback
Frankly, I do not care for prestige sprints, they are trash powers in my opinion, now if they could be slotted with IOs like sprint, it may change my mind. Sue -
Great list of suggestions... The stealth thing is not treated with consistency, in some missions an NPC can not deal with stealth powers and follow, on others the NPC has no problem at all following a character that has stealth on and at very high levels. So it seems to me, it may not be a complex enterprise to make the game consistent, in fact I would suggest if your character has area stealth giving powers (steamy mist for instance) it also provides for the guest NPC, it only makes sense. And the door thing, seems to be a game wide issue, would be nice if once the door is open, you click and go through without having to open the door. I am not going to make guesses if it is a lot of work or not to fix, that is a dev's decision based that they actually know the code, but it is a nice QoL. Sue
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Why were the Echo zone beacons removed from bases?
MsSmart replied to Flashtoo's topic in Suggestions & Feedback
Mmm... Portal corps has no problem sending folks across time, dimensions and space, so why not make a portal corps "Gate" available to be installed in a base, and this portal provides for the Ouro, all echos, and Cimerora? These gates can be made to fit the various types of sources (magical, and technological), after all magical has its own built in justification: "it's magic" Sue -
What would be the best way to keep players retention?
MsSmart replied to spartan52's topic in Suggestions & Feedback
You got it! People fall in love with a character concept, they enjoy playing, why limit the class to an either or? Level the playing across all arch types, let them all solo and group effectively. -
What would be the best way to keep players retention?
MsSmart replied to spartan52's topic in Suggestions & Feedback
I don't recall saying weaker buffs, but good way to deflect leveling the playing field... And back to the selfish way of thinking... -
What would be the best way to keep players retention?
MsSmart replied to spartan52's topic in Suggestions & Feedback
This is the frame of mind, I been talking about, a frame where solo is essentially for melee while support is the whatever, look how easily is to over state the effectiveness of a controller and justify the denial of protection in any way form or manner. If the game is going to evolve, the frame of mind that only some classes can have it all, is simply wrong. The challenge is that all classes should be able to both solo and group effectively. -
This is a QoL As mentioned in another suggestion, I am a badge hunter, and of course responding to zone events means acquiring badges. The problem I have is that I have no idea when any given zone event happens, until the alarm goes off, making it very hard to organize groups in anticipation. It would be nice, if I could just go to the zone, and an event timer pops of to the side telling me how soon for the alarm event to happen in that zone, something similar to Paladin in KR when you enter the area it spawns. Or go to an information booth, and get the timing there. Thank you Sue
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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.
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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
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What would be the best way to keep players retention?
MsSmart replied to spartan52's topic in Suggestions & Feedback
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 -
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
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Oh yeah, forgot about you guys... The game is perfectly dynamic
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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
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Reduce Tough and Weave activation times
MsSmart replied to MsSmart's topic in Suggestions & Feedback
I like this even better -
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
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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
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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
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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
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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