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Lines

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Everything posted by Lines

  1. Without you, the forums would feel like they've gone Kommando.
  2. 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.
  3. 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.
  4. 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.
  5. 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...
  6. Even then, I think the seeded stock of salvage has barely been scratched. Bids have stayed well away from the seeded price.
  7. I gotta ignore the lore. The source of my characters' powers is themselves.
  8. Hard to say - as This Thread shows, he's got some pretty stiff competition.
  9. Please be sure to test and report on the areas of the game that have been made too difficult by the change.
  10. I'm the sort of person who gets very bored of something once I'm good at it. Like so many things in life, I miss learning how to do it. CoH is such a great game to explore, travelling in different ways with different characters. I remember it taking months or years to fully explore the city and the Rogue isles. I even really liked finding interesting maze rooms in Oranbega and checking every nook and cranny with the 3D movement of the characters. Even by sunset, I didn't feel like I had really seen it all and there were some zones that still felt full of mystery. I really enjoyed working out the layers of improvements for different characters, especially once IOs rolled around. No amount of reversing QOL or convenience changes would bring back that feeling. It's the unfortunate and irreparable effect of getting good - it gradually just turns more and more into spreadsheets with bright graphics. I agree very much with those who lament that the hazard zones have lost their bite - For me, this is the saddest loss from power and convenience creep. But I feel there is potential to bring that feeling back, but in new and exciting ways that are relevant to the current context of the game. I think there is room for new mechanics and encounters that bring back that feeling of entering the zone and thinking "right, need to pay attention now." I haven't been able to play for the last year or so, and probably out of action for the next year too. But I am so thankful for the hardmode content I've seen added to give me something to get my teeth into. I'm really looking forward to the feeling of struggling, learning and discovering again.
  11. The levelling and building experience is very much the same as it was already. Changing difficulty to get through enemy groups is still an option, as before. A small handful of enemies might need to be prioritised.
  12. The discord server used to have a bot that relayed each game server's lfg chats. That all ended in the great @heremageddon. (It was either that or the great @everyonepocalypse. My history is fuzzy.) But I think that was a good medium of what is being suggested. Perhaps you might suggest that the devs refocus on that bot?
  13. I find this suggestion ominous.
  14. No need to make any new zones. Just repurpose some of the existing ones with duplicate letters. Let's see, we could have Jaultline Loomtown Origa Island and Queel Canyon. Devs, chalk this one up as done and ready to roll out for page 4.
  15. Devastating news. They were a pillar of the forum community. Much love. ❤️
  16. I like it. I'm really pleased that there's a slottable natural-themed travel power. And I most certainly use it for travelling. I also use the keybind Lumi posted and have a habit of pressing the T key to switch between combat and travel powers on all my characters, so the toggle exclusivity is a non-issue for me. I tried and failed to locate the discussion, but I remember that removing the stealth power exclusivity was something that the devs wanted to do but technically couldn't. So it wasn't that they forgot or thought it was better without. Stealth as a function would need to be reworked for them to be able to stack in the way movement speeds stack. Since it doesn't specialise in any one of its functions, it's far from a min-max choice. But then so are most pool powers. I appreciate the extra flavour.
  17. While I don't disagree with you, MK hasn't really proposed any changes or explicitly stated any goals here. I think this thread is more of a temperature check. I don't necessarily think there's any good reason to slow down the pace to 50 and to incarnates. Players have found, as they are prone to do, optimised ways to getting to those levels and those won't be going away. That maximised rate of progression probably won't change much regardless of any boundaries that are put in place and there is already a lot of customisation for players who don't take those routes. I also don't love godly characters (narratively, I mean. I find OPness in characters doesn't resonate much with me. I like flaws.) so the whole endgame of CoH doesn't do much for me. I'm generally fine with the pace of the levelling experience, since I tend to shelve my level 50s and run another character. I'm not sure I fancy it taking longer than it does; I'm usually ready to move on when I hit 50 at the current rate. The only level range I really feel the problem in when teaming in the high 40s content, where incarnate and totally maxed out sets apply when they probably shouldn't. I wish I could enjoy the LRSF more, for example, but I just don't. I'd prefer that incarnate abilities were... super different to what they are. Like tear it down and start over. They carry the stench of Subscribe-to-Win to me. Something a little bit more embedded in the character choices that you made, rather than something that feels so 'external'. Certainly with the goal of making them boost the player's existing powers in relevant content instead of having them outshine everything about the character. But also reduce the appeal. I have no idea how the game could satisfyingly alter the incarnate progression and keep the system it has in place, though.
  18. You're incredibly close. Mercy Island hosted the second iteration of project FURY after Warburg was taken over. It might still be there in some capacity, but it's now mostly in Grandville. The cesspool is indeed venom from arachnoids, so there's some residue of Recluse's blood still mixed in. No idea what Flying V Industries might be, however. An Arachnos subcontractor is a solid guess. Or maybe they moved into a vacant Project FURY lab. I certainly like the Pegasus/Gorgon connection, that's fun!
  19. It's a chinese knot, like a luck charm. This sort of thing. ...Or maybe a hula dancer with no arms.
  20. Goosian the Angry Hat-Eating Duck returns!
  21. At the moment, it can be done on a power that already had the functionality at null (mystic flight, speed of sound, etc). Then respeccing to fly will keep the server tray hidden. I'm sure it will be an option with the new powers before the page goes live.
  22. I think assumptions around the name Afterburner has caused a bit of confusion in the update. Afterburner has had its behaviour altered (refocusing on in-combat benefits rather than travel) and has been renamed to Evasive Maneuvers. It covers a lot of the functions that Afterburner had, had the 'Only Affecting Self' removed and added immob and -fly protection plus knockback resistance. Flight now has a new power built in called Afterburner, which gives short boosts to flight speed. It's a new thing, not related to the old Afterburner. So Evasive Maneuvers hasn't been 'added' so much as Afterburner has been adjusted and renamed. The new Afterburner has been added.
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