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Andreah

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Everything posted by Andreah

  1. As has been said several times, playing without the bonus will be seen as playing with a penalty; that's just human nature.
  2. It take a lot from another player to get me to be judgmental -- I've been on the receiving end of those, myself. And it can go both ways -- if a team leader is being too picky over your playstyle to the point you're not having fun, well, add a note and move on. It doesn't mean they're a bad person -- it just means you don't enjoy playing with them.
  3. That's fair. But it doesn't change that the proposed system is still entirely based on archetypes. I'll make an edit.
  4. I would prefer a high-accuracy attack to an auto-hit. Give people a reason to time using a large insp or casting a strong short lived defense buff, or let them rationalize there's at least a chance of it missing even if they stay close.
  5. I would not want to see anything like "dailies" being added. However, if there were an activity that I feel should be rewarded, it's having the star. Give the leader a Prismatic for completing a mission, any mission, anyone's mission, with a full team of eight., if it's the first time they've done so in a day. But even that, meh, I would prefer not to try to lead people by the nose to do things they would not otherwise do. I feel like two candidate problems are attempting to be addressed with this one system: Teams aren't diverse enough by Role as determined by Archetype Not enough Prismatics are being awarded I believe (1) is just plain false, is not a problem, and trying to address it in any way is distortive of play. And, well, (2) could be addressed easily in many other ways, quite a few of which have been touched upon in this discussion already. This game already rewards technical and tactical diversity, from powers, slotting, archetypes, and roles inherently. It needs not have an artificial and overly simplistic system tacked on top. This will only distort play in ways I see as being entirely negative. It does not matter to me that it would be easy to fulfill, or that to us wealthy veterans the reward is small, it's still a negative with no upsides. The idea that the prismatic reward is the upside is a distraction -- more prismatics could easily be rewarded for other non-distortive reasons, or even just at random. There is no reason they need to be coupled to this system at all.
  6. Well, I don't mind how anyone else plays their character (so long as they're not using Dimension Shift). That being said, [Taunt] will apply a 100% -Range debuff, and pull in snipers/marksmen/etc -- just hitting them with any old ranged attack won't. [Taunt] is a potent tactical tool; if a player would only be using it to "taunt" the enemies they're already hitting, I don't know what to say about that. On topic, I don't see a lot of soloists doing this much. Occasionally, but it's not common in my experience. If the main team's buffs were keeping them going, then leaving to go off and do things will be a lesson in itself that I don't need to harp on. But if someone is obviously playing in a way that's making the content more difficult for the rest of the team, I might say something to them. And if they don't listen, there's always "One star" and the "Kick button".
  7. I think the system should be removed; that's my first choice. However, failing that, how about the Yahtzee! method: A) Any five unique AT's on the team B) Any five of the same AT on the team Then, superteams and near-superteams would get a perk, too. I'll offer more possible options: C) Qualify if the leader of the Team is in the level band of the TF. D) Qualify if there's a team member who started on the TF at the lowest level allowed to join it.
  8. It's still not difficult to become fabulously wealthy in a few minutes a day. It just takes some know-how and organization -- which you can learn here on the forums easily.
  9. They annoyance factor is, imo, the main reason most people avoid the other enemy faction in, say Pi radios teams. A bump in Council difficulty will be welcomed, but not change the fundamental nature of the experience. The main annoyances of the other groups are, imo, insubstantiality, blindness, and ... *cave maps*.
  10. My concern is that role has rarely been clearly delineated merely from AT, and no AT only based system can capture CoH's real diversity of roles. The classic roles aren't the only roles, and that deep complexity of how we have learned to build characters to perform roles in surprising and wonderful ways in CoH is short-changed, badly, by this system Worst, the system as described is going to incentivize people to limit their team make-ups and can only cause people to be refused into teams merely for this artificial reward bonus -- AND this is something we have been telling new players this game does not do! And for new players, the value of a aether is not some small bonus add-on -- it's a big reward. They're going to be excluded from teams because the team needs someone else to fill this artificial requirement. The harm to the community outweighs any individual benefits from bonus rewards. If the real problem is not enough Aethers being out there, then just give everyone a bonus Aether at level up from level 2 to 49. It is my opinion this change violates the spirit of the game, and should be dropped in entirety.
  11. Look at all the servers that aren't bumping into the concurrency cap! Iirc, you get five transfers per week, and it would be a good idea to have a character or two on the lower population severs which also get larger experience buffs. Great people on those too, and no trouble finding teams either with them peaking over 500 each whenever Excelsior is in a queue.
  12. I agree. For example, My Kin/Fire defender is certainly support. But is also tanking (softcapped with complementary dr and mezz protection), does ranged damage (defender secondary buffed with fulcrum shift), Also control via fold space and [Repel] with KB->KD. We can build with so much variability it would be easier to list what archetypes generally can't do rather that which these traditional roles they would narrowly fit. Even with any five different ATs, this excludes clearly variable superteams, like all defenders, all tankers etc. I'm not convinced this change is actually solving a real problem, and I'd be happy if it was deleted.
  13. I've been pointing new players here often. :D But not everyone wants such a jumpstart, and that's all good too.
  14. I came in just under a third of Yomo's numbers, with proportionately fewer enhancements and more salvage.
  15. Once I got the right binds and some experience, I can't use anything but Teleportation.
  16. If you actually take and slot your damage powers on a tanker, there is no way a regular mob ten levels lower than you is going to be a challenge. If you still expect to be able to herd an entire zone, that's not going to happen. The aggro cap will stop you. If that's a hard requirement from you, you will be disappointed.
  17. You can store your Inf by sending it to @Snarky? Amazing! :D (You send it to your own global name ofc ) You can also make extra accounts to send emails to, if you run out of room on one account. There's a 100 emails limit to how many you can keep at once. I would always leave a few of those 100 unused so other people can email you, too.
  18. I'll put some emphasis on this. Not only do they have limited time, they're also motivated for their own reasons. One can't just assign a volunteer developer a project and expect them to work on it like one would with a paid employee. They need to be individually invested in their projects to get real work done. This complicates big projects and expansion plans because you have to plan around the developers you have and what they're willing to put effort in to. So I don't expect a lot of new content from them. I'm okay with that, since the game as it is is still a lot of fun and enjoyment. For most people, "Alt-itis" really is the current and foreseeable endgame, and they're happy with that. There is a vast panoply of possible characters to try out, and they play differently even in identical content.
  19. Rain of Fire is a good power; I couldn't imagine myself not taking it.
  20. Epic AT's should be locked out as the first character on a new account, as should also Going Rogue starts, and they should be required to do one or other of the tutorials. I'm minded to recommend the first character on an account be required to be level 5+ before they are allowed to leave Atlas Park or Mercy Island, but maybe that's too much.
  21. I should total these up too. I'm probably not at Yomo's level, but I've sold a good share as well.
  22. I agree with him. My impression (I have not looked at the source code) is they implemented an in-house priority queue (heap) and this is the behavior within a single leaf node on the tree.
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