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Tigraine

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Posts posted by Tigraine

  1. 3 hours ago, Parabola said:

    I would also like to see more of this kind of communication in the feedback threads as they go on. Currently various feedback threads are awash with players repeating the same things over and over again because that feedback isn't being acknowledged. It becomes even more frustrating when a dev does drop in but only to answer an isolated technical question. To get more of the type of feedback you want you have to acknowledge the feedback you get.

     

     

    It also does not help when they drop in to effectively say, "We don't like the feedback you're giving; tell us what we want to hear or we won't ask for feedback anymore."  At that point, is there really any purpose in offering feedback?

    • Thumbs Down 3
  2. 21 hours ago, Jimmy said:

    Hey folks. Two things.

     

    1 - This is a feedback thread for the new badges. Not a feedback thread for the now-removed Aether reward.

     

    2 - Let's try to keep it civil. Getting grief over something being removed during beta makes us less likely to want to solicit feedback and try experimental ideas during the Open Beta phase, and more likely to keep updates in Closed Beta longer until all the issues are ironed out. We don't want to do that, because getting opinions from a larger group can be very helpful - but you also need to understand that sometimes features don't work out, and they need to be removed. That's just part of game development.

     

    To be blunt, this comes off as a message of "We don't like the feedback you're giving, so you'd better tell us what we want to hear or we'll stop listening," which of course isn't really listening at all.  It makes me worry that you (the collective "you") are ignoring a lot of perfectly valid points and concerns just because there have been some responses that you didn't like.  If you wonder why players feel that devs don't listen, this is why.

     

    I sincerely hope this isn't the case and that you are not ignoring the forest for the trees, so to speak, but it's the impression given by the responses so far.

  3. 1 hour ago, Sovera said:
    1. Special Transmissions for Advancement and Retention of Treasures
    2. Superior Trading and Resource Transfer
    3. Strategic Tools and Rewards Terminal
    4. Specialized Trader for Advancements and Role-playing Tools
    5. Superior Tactics for Advancement and Rapid Triumph
    6. System for Trading and Releasing Treasures
    7. Skilful Transformation and Reward Transactions
    8. Sequential Tool for Accumulating and Releasing Treasures
    9. Superlative Trading for Advanced Role-playing Technology
    10. Synchronised Tactician for Accruing and Releasing Treasures

     

    I like the 3rd one but mix and match can be done with these ten.

     

    I can't help but think of this:

     

    Quote

    "What does S.H.I.E.L.D. stand for, Agent Ward?"

    "Strategic Homeland Intervention, Enforcement, and Logistics Division."

    "And what does that mean to you?"

    "It means that someone really wanted our initials to spell out SHIELD."

     

    😜

    • Haha 8
  4. 3 hours ago, PeregrineFalcon said:

    Please explain to me where the developers broke the Cottage Rule in Page 7.

     

    If a power is changed to the point that it takes different enhancements (and doesn't take ones that previously slotted in it), that's a pretty clear violation of the cottage rule.  It indicates that the power has moved into a completely different category than it was previously, or has gained or lost significant key mechanics.

    • Like 1
  5. 3 hours ago, WindDemon21 said:

    As a rule, I don't like this how you can have a character with a certain slotting that can never go back if they respec or unslot the IOs. It creates a weird dynamic where one build can do something if planned before a patch but nobody else ever can after that. I'd much rather somehow any power that changed unslots the enhancements in it into a tray or something. I still have an old shelved arch/ta blaster that has a lotg in oil slick arrow, it's.. very weird.

     

    Or you know, they could adhere to the cottage rule and not change the fundamental function of powers, and then there would be no need to re-slot because the powers should accept the same enhancements.

    • Thumbs Down 3
  6. 1 hour ago, Lunar Ronin said:

     

    IMO, it will be.  Over the past five years, far too many people got it in their heads that the game is:

     

    I can be carried from level one to level 50 by joining AE farms, PI radio teams, kill most +4 ITFs, and Rikti mothership raids and I don't really have to do anything.  Then at level 50, the real game begins.

     

    These changes aren't going to alter that perspective; there are people who treat every MMO this way, and they're not going to magically disappear just because some enemy groups are a bit tougher than they were.  All that these changes are going to do is push more of those people to doing AE farms instead of PI radios.  At the same time, the changes create a greater annoyance for other players who preferred a more casual/less stressful experience at those levels (particularly solo players).

  7. 12 minutes ago, StarkWhite said:

    Here's the thing. +4/x8 is not the default difficulty. It is, in fact, the player telling the game that they want it to be much harder.

    Or at least it was supposed to be. Homecoming's ridiculously easy access to invention sets and incarnate powers has warped the playstyle of its playerbase, because literally anybody can have a build, with minimal effort, that was *extremely difficult and time-consuming* to achieve pre-sunset. And as a result players' perception of the difficulty slider has become completely skewed.

    It's not a mortal insult to suggest that if something is too difficult, *turn the difficulty down*.

     

    I already regularly run at lower difficulties.  What do you suggest I do after these changes?  You can only scale down so far.

  8. Huh.  Weird that it didn't make it into the Build 2 specific change notes.  Thanks for posting the info.

     

    Anyway, good to see that at least some of the concerns regarding MMs are being addressed.

     

    I'm still concerned about the impact of the self-rez in general, particularly solo play.  A lot of the feedback I've seen so far has been for teams.  Unfortunately it will be a while before I can test this out for myself, possibly not until after this page is out of beta (dealing with an injury making prolonged mouse use difficult).  So I'd appreciate info on anyone else's experiences running solo against Council with these changes.  Are they as/more annoying than Freakshow?

    • Thumbs Up 2
  9. 3 minutes ago, Sovera said:

     

    The explosions only do 50% damage to non players.

     

    OK, but where is that in the Build 2 Changes notes?
     

     

    I'm specifically looking at the expanded section under this:

     

    Quote

     

    Only looking for what changed in Build 2? Check here! All changes are also in the full patch notes found below.

    BUILD 2 CHANGES:

     

     

    There's not even a section for Council changes under there, unless I'm completely blind and am just missing it?

  10. On 1/23/2024 at 2:00 AM, Dev Unitas said:

    Regarding the currency conversation for a brief moment, I'll just reassure people that we on the team are very aware of the dangers of currency bloat, and while we see the value of currencies and want to make use of them where it makes sense, we are being thoughtful of that. We're not planning to inundate players with endless amounts of currencies, but we are intending to use them where and when it makes sense within our reward ecosystem. This was one of those such circumstances.

     

     

     

    Quote

     

    Giant Monster Mini Pets

    • Unstable Aether renamed to Monstrous Aether to more accurately reflect the salvage's purpose and origin.

     

     

    I'm going to go out on a limb here and say that a hallmark of bad currency design and currency bloat is having single-purpose currencies.  That includes currencies that can be converted into other currencies.  The conversion doesn't count as an additional purpose, it's just another layer of tedium.

     

    Renaming "Unstable Aether" to "Monstrous Aether" would seem to indicate that this currency will not be used for any other purpose, and appears to be a step in the wrong direction.  So for now I'll agree with others that a new currency is unnecessary and should not have been used here.

    • Thumbs Up 2
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  11. 6 hours ago, Coyotedancer said:

    The new beta build is a definite improvement as far as New Council vs Masterminds is concerned... I ran Amtes and the monstrosities through a few groups and lost only one of the little guys this time. 

     

    This actually felt fair for her.  

     

     

     

     

    I don't actually see anything in the Build 2 Changes notes that affects Council at all?  Am I missing something?

  12. Just going to say that I absolutely loathe playing missions against Freakshow, specifically because of the self-rez.  There is nothing worse than burning down all your endurance and getting your health reduced to just a sliver, using the last of your inspirations, all to barely take down a boss, only to have it pop right back up again and smash you.  It turns that hard-fought feeling of victory into the disappointment of defeat and the frustration of a hospital run.  As a result, I avoid Freakshow missions and arcs like the plague and only run them when I have no alternative.

     

    Council were always the enemy to go against when I just needed some relaxing or cathartic mob-smashing.  With this change, adding not only a self-rez, but a self-rez with an AoE?  It's enough for me to put Council in my Freakshow category, and if the overall impact on my gameplay experience is bad enough, might push me from the game altogether.  Considering how much the Council are a part of mission arcs I enjoy, it just might.

    • Thumbs Up 1
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    • Microphone 2
  13. 8 minutes ago, Aracknight said:

    I wonder if there is another solution to running multiple travel powers.

     

    In the fighting pool, if you take boxing, kick, and cross punch, you get bonuses to each.  What if, in the same vein, they altered the travel powers so that, for example:

     

    Fly stays the same.

    Hover, stays the same, but adds flight control to Fly if you have both.

    Evasive Maneuvers stays the same, but adds defense to Fly if you have both.

     

     

    Super Jump stays the same

    Combat Jumping stays the same, but adds jump control and immobilize protection to Super Jump if you have both.

    Acrobatics stays the same, but adds knockback protection to Super Jump if you have both.

     

    This way, you still have to take the powers to get the abilities you want, but you only have to have one toggle running, the main travel power.

     

     

    Obviously I've left a couple of defense bonuses out because this was off the top of my head, but maybe it splits the difference.

     

    To clarify, are you suggesting that if these changes were made, the powers should go back to being mutually exclusive, i.e., you can only have one running at a time?  Or just that with these changes, you would only need to have one running at a time, but could still potentially activate more than one?

  14. 4 minutes ago, drake0699 said:

    OK that is good to know, thank you. I haven't looked yet, but someone might want to check to see if there will be any clashes between current and new slot-allowed enhancement types.

    While I'm not crazy overall about HC's changes to the travel powers, one thing I will give them is that they at least seem to have made any reslotting unnecessary.  Any of the new powers seem to be able to take the same slotting as the ones they are replacing.

  15. 4 hours ago, TheSpiritFox said:

    Its not "a few people stuck in their ways" like the entire point of this is that City of Heroes has a certain feel, has worked a certain way, and tons of us are in fact here for the nostalgia binge, to play a game we liked on Live and with the cottage rule the changes you want would never have begun to be dreamed of beyond players asking for it and getting told a hard no. 

     

    ...

     

    Like, if you don't like the homecoming attitude towards changes then again maybe this isn't the server for you?

     

    What about the changes in i27 (Page 1 or Page 2) makes you think that the HC team has any priority for preserving nostalgia or the cottage rule?  Powers have been fundamentally changed to do things never intended, some powers being completely replaced with totally new powers and functions.  And this is not about one or two critically "broken" powers, but large numbers of whole categories.

    No, the cottage rule is out the window, and anyone looking for nostalgia should be looking at a certain other server, I'm sorry to say.

    • Confused 2
  16. 22 minutes ago, GM Arcanum said:

     

    Yes, currently that option disables the tray, regardless of the power/wording.

     

    20 minutes ago, GM Arcanum said:

    As a follow-up to the above, you will likely see a wording change to Null the Gull in the next build which more objectively states "Click this to turn off the pop-up tray on this character".

     

    That's disappointing.  Having a tray pop up for a single power is annoying, and something I'd want to turn off.  But I don't necessarily want to shut off the Kheldian form trays.

  17. Just now, Bopper said:

    Can you go on Beta and test it out? It would be good info to pass along to the developers if it is not working as desired. Asking for how something is intended to work is fine, but it should still be tested to see how it actually works as WAI is not always the case.

    Unfortunately I can't get on beta at this time.  But I'd like to know how the devs intend it to work (and have been asking such for some time, and instead got told "you can't use these powers while in Kheldian form," which was so not what I asked!).

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