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Lines

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Everything posted by Lines

  1. Accountability? We don't need no stinkin' accountability. Can't help but feel like Vigilantes will have their hands full in the future.
  2. Selfish, but not for the reasons you think. I like characters to feel different to play, and having the same pools across them all can get dry.
  3. If a door is lagged shut, you can often run through it by treadmilling up against it. If the server thinks you've made it through, your client will update a moment later.
  4. A target AoE meant that the AoE radiates from the target, which is true of spinning kick. My guess is that when TAoE enhancements were renamed to Ranged AoE, changing spinning kick would have impacted too many player builds, so it was kept the way it was.
  5. I'm always in favour of a vague and ominous "they".
  6. As far as I'm concerned, having enemies respond when certain spandex-clad doom is heading their way instead of patiently waiting their turn is a big boost to believability. I haven't encountered it yet as far as I know (i got minced in the lab map's layer room the other day, so maybe) but I do like the notion of having to pay that bit more attention to a situation.
  7. At night, before they sleep, Lumi whispers a list of all the electronics companies that have wronged them, upon whom they shall exact vengeance.
  8. The Atlas Park AE did not achieve nearly the footfall needed to keep up the rent on such an expensive business. One day, the branch simply went under and was bought the next day by Freedom Corps. The Mercy Island AE, by contrast overwhelmed by sheer popularity, could not structurally load the enormous quantities of users, and on the same day the steel structures gave way under the mass of players.
  9. It started at 120 mil. I feel a bit bad for the folks who tried to get on it so fast.
  10. I'd add to answers above that there is quite a lot of freedom and forgiveness for you to experiment in CoH. Builds you find on the forum may be optimised in some way, but I'd say it's worth picking up the options that those builds aren't mentioning so you can see for yourself how they work. You can quite easily and cheaply respec later, or adapt builds if you find different options you like.
  11. Go check out what happened to the poor old Mercy AE.
  12. There is a /logchat command, which I think logs whichever tab is active - I've not tried it for combat though. Even just a snippet would show the difference between more damage per attack, or more regular attacks. The second one might be expected due to the ai changes.
  13. The change UltraAlt linked shouldn't impact what you're describing. Could you give some more details? Is this all incoming damage that appears to be boosted? Could you show some logs from the combat chat? Also show us the build from the enhancement window and combat details? Are we talking 90% to all resists?
  14. A workaround for now is to name your new character something different and then rename them back to the original name. But yes, I encountered the same thing. A bit more testing over time might reveal if there's a timer associated with the deleted name being unlocked.
  15. On the topic of the thread title itself, don't expect clearer guidelines. Any attempt to clarify what is a veritable swamp of legal landminds will only create loopholes and risks. The flexibility to be cautious is important. Players who feel they are not in violation are invited to contest actions directly via a ticket.
  16. That white exclamation mark looks like it's one pixel to the right of centre. Therefore I'm cancelling my subscription immediately.
  17. If the only incentive to play content is for its narrative (and I'm not dismissing that as a valuable incentive, it is, just bear with me), and not for any reward/character development/game mechanics reason, then it indicates that there is a dissonance between the game design and the narrative. The two should be working neatly in tandem, but in CoH I believe that they don't. Where CoH is a game that encourages multiple playthroughs, but the content is underplayed, that to me indicates a colossal design issue (one which I think has existed in the game more or less from the start, gradually getting worse). Again, I don't think that AE/Farming is the root of the issue here, but it does play a role in making the rewards obsolete. As biostem pointed out, a lot of the stories are inconvenient and irritating anyway, so replayability may be laborious for other reasons too.
  18. Without you, the forums would feel like they've gone Kommando.
  19. Agreed that as things are now, there seem to be no issues. What I'm saying is that, if you could infinitely accelerate the speed you can farm at, then at a certain threshold we'll start seeing issues. So farming as fast as it is may be fine, but farming faster may end up with issues. Take the Freaklok arcs as an example. They're designed for (iirc) the 20-30 level range, so targeted towards characters who are levelling. At it stands, there's a big reward rift between choosing to level through the arc or choosing to level through AE farming. If that rift were smaller, we might* see the content being played more regularly as people can effectively mix their playstyles up during the levelling process. (*BIG EMPHASIS ON MIGHT, I HAVE ZERO DATA, THIS IS PURE SPECULATION) I do think that there are some much deeper, structural issues in CoH that contribute here than just reward balance though, particularly around the disparity between narrative and levelling, something which I would like to see totally separated.. But those would be thoughts for CoH2. I'm not really trying to make any argument here, just positing observations as I see them. I also have no solutions that I think are practical.
  20. There are a couple of things I can think of: Inflation is a big and constant risk, when the playerbase generates a lot of influence very fast. The live servers reached a point where farming was more or less the only viable way for new players to reliably engage with the market. Fortunately, there are other safeguards against this on Homecoming, so it's hard to say how fast is too fast nowadays. Apparently, we're not there, but it is worth being vigilant. Balance and obsolescence may also be an issue. If a dev designs new content, how do they reward/incentivise it, knowing that there exists a loophole that will give players a multitude of that reward? How large is the difference between optimised farming and any other content before players will try it once for the novelty, and then never again because it's so comparatively inefficient? A developer in that position may quickly lose much incentive to develop. (I've seen arguments for increasing other content to the same reward rate as AE farms, but I'm personally very much against this - I do think that rewards need to keep being looked at, and I do think the much older content needs a bit of an incentivisation pass in more ways than one, but the game does need to function as a game and offer some resistance, which is exactly what AE farming circumvents. Else it practically becomes a sandbox, which some people may love, but eh, not for me. Admittedly with a sandbox, all these discussions would immediately vanish.) This isn't to say I'm against AE farming. I'm just saying that there are some possible issues that may arise if farming gets faster.
  21. In an eeny-weeny game economy like this one, the sellers are also buyers of the same stuff. Once people have enough capital to enter the market, they can pretty much sustain themselves there as balanced buyers and sellers with relative ease, regardless of where the pricing is at. Compared with the live servers and many other MMOs, the entry capital needed for using the market is very low, which is what I think makes it healthy. I wouldn't apply that logic to real life.
  22. If you set your salvage window to the invention salvage tab, then sort by amount descending (in the bottom right), then always move the top left entry, you don't need to touch the quantity slider, other than setting the first stack to the highest value you can. You can accept that window with the enter key. I've also found, as long as I'm selling everything for the same price (12 inf, usually), I never need to change the price again...
  23. Even then, I think the seeded stock of salvage has barely been scratched. Bids have stayed well away from the seeded price.
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