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Reiraku

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Posts posted by Reiraku

  1. On 12/19/2023 at 6:04 PM, Fist said:

    Hi y'all.

    I played Sovereign Fist on Virtue, as well as Statesboy (till he got generic'd) and on the forums I was Haetron.

    Feeling nostalgic and checked in.

    And you nuked Ghost Widow

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  2. 18 minutes ago, PeregrineFalcon said:

    Wait what? Is that a real article?

     

    *Checks the calendar.*

     

    After reading that article I feel like someone's about to jump out at me at yell "April fools!"

    The article is real, but the text has been edited. Most of the content is the same, but the edit closer reflects the reality of what happened.

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  3. 1 hour ago, Boomie said:

    I don't have anything anymore from back then. Sadly I didn't see a need to keep the old stuff since we just got ignored. I don't think that I have done any pvp beyond a random encounter or two since the game came back. I am sure that I can bring my old rad/son def that is i12 spec'd and do well in zone.

     

    If Rei doesn't have much saved, I'm sure I have wayback links saved somewhere on the giant pvp threads. The old post Rei posted was really common then... I think I still have that posi post that was edited about pvp somewhere. 

    Hi Boomie! Are you talking about the PvP interview Positron did that was edited? Because I have that one too. 

    PosihatesPvP.jpg

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  4. 11 hours ago, The_Warpact said:

    You forgot the part that the Live Devs didn't give a sh!t about what the PvPers tried recommending prior to the big pvp nerf.

     

    There was alot of time and effort put into help from the pvp crowd to help bring balance and possibly PvErs over to a better system but the live devs in their limited vision threw that out the window.

     

    That was the first fracture the second was implementing the garbage we have now. Whatever the motivation it screwed it up to this every dwindling spiral. I used to love pvp, zone and base was a blast. But after the change I lost alot of friends almost over night, so you want to talk about people leaving, yeah the live devs started that sh!t.

    Here's a screen of the beta boards for i13. Notice the post counts for each feature

     

     

    betaboard.jpg

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  5. On 4/7/2022 at 4:34 PM, macskull said:

     

    It's not that strange to me. City of Heroes has always had one of the most bizarrely toxic anti-PvP playerbases of any game I've ever played. This was true back on live, and it's true here. Excuses for these attitudes range from "PvP was added later as an afterthought" (it's on record from before launch that PvP was going to be in the game) to "PvP gets everything nerfed" (but none of these nerfs ever got rolled back once PvP power functions were split out) to "a PvPer killed me while I was badging" (strange that you, a player, are getting attacked by another player in a zone which you had to intentionally enter and that has a popup warning which explicitly tells you you can be attacked by other players). Lot of this game's players don't care either way but hoooooooo boy are the ones who do loud.

     

     

    Dragging out some OLLLLLD screens from back in the day.

    lolobscureguy.jpg.a4fc6f6d0dcca216e845a04606bf767a.jpg

     

    Don't mind me. I'm just feeling nostalgic is all.

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  6. 5 hours ago, PeregrineFalcon said:

    I'll take your word that that happened. I personally never saw that, unlike the reverse.

    As a PvP regular, I can promise you it was awful. The things I've seen said about PvP and PvPers from PvE players was far worse than anything I ever saw from a PvP player. Everything from tasteless comparisons to AIDS, wishing terminal diseases on people who PvP'd, and general vitriol from a genuine Nazi apologist (yeah, you read that right). It got pretty sickening.

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  7. i13 killed PvP. During beta, a huge number of the PvP community tested the changes and pointed out everything busted/bad with them. People who weren't into PvP looked at the patch notes and said, "yeah, that looks great!" and never bothered to PvP anyways. Then when the devs decided to keep the changes rather than rework them, the majority of PvPers left and no one came to replace them. 

     

    Ultimately, you can't fix the core of the problem,  which is people (as was previously stated). Some people simply don't want to, and this game doesn't give them a reason to. There's little variety, unwieldy systems, and everyone who is playing already has cemented their opinion of it.

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  8. 5 hours ago, PeregrineFalcon said:

     

     

    Some of the PvPers want to continue the practice from the retail forums of defending PvP by insisting "the devs only ever nerfed ONE power because of PvP." But, unless they're psychic, or they were actually on the dev team, they can't possibly know that. Maybe Mac's right, or maybe the retail devs nerfed a ton of powers because of PvP. We'll never know. And they'll never know either, but they continue to insist that they do know.


    In this case, it would be because of me and Castle talking about it. I won't go much further into the topic as to not derail the conversation, but a lot of these details came about around when Blasters got Psychic Blast proliferated to them. 

    Back to the PvE side of things, enemy AI actually was changed relatively early on when it came to aggro and player proximity. If you look now, enemies will delay slightly (very slightly, but noticeable) when they notice you to when they attack. Before, they were quicker on the draw and would fire just as you could attack them within their aggro range. Before travel suppression, it was pretty easy to lock an enemy into "melee" mode by getting close enough to trigger that change in the AI, but never let them get close enough to actually attack. You could just run a mob in a circle while blasting away freely. The check to target ranges cycles a lot quicker now, I believe. This change coupled with travel suppression, solved a vast majority of the problem. 

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  9. 5 hours ago, srmalloy said:

    I think a big part of that is how the devs went from "We won't make PvE changes for PvP reasons" to "We won't make PvE changes purely for PvP reasons" to "We'll try not to make PvE changes for PvP reasons", and then stopped talking about why some PvE changes were being made as more and more things got changed in attempts to 'balance' PvP.

    Outside of Hurricane, there wasn't a power changed with PvP in mind as the primary reason. Even after they changed Hurricane, Castle still thought it was too good but left it alone. This is evident as after i13, when PvP was given its own set of rules for how powers were balanced, the devs didn't go back and rebalance powers in PvE. It's because the balance was done for PvE to begin with. PvP has been, and would always be, an afterthought to the devs.

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  10. 5 hours ago, PeregrineFalcon said:

    Sure, and I'd be fine if they added that.

     

    But Movement Suppression as it currently exists in game doesn't make IRL sense, doesn't make comic book sense and doesn't even make sense in the game itself. There's literally no reason for Movement Suppression to continue to exist.

    Funny you should mention that.

    Before we had Travel Suppression as we know it, the devs implemented a to-hit penalty when SS, SJ, Fly were toggled on. It was hugely unpopular and lasted about one week before we got the travel suppression we know today. There were other reasons they implemented it (eight total from the conversation I had with Castle about it), but I wasn't privvy to all the details. PvP factored into about 3 of the 8. Enemy AI had something else to do with it.

  11. 4 hours ago, Luminara said:

    Homogeny is unavoidable, and it's not caused by developers, it's caused by players.  People want to succeed, to excel in games, and it's not typically easy or fun to succeed or excel when your choice of class or set within a class is fifth rate.  Sure, you can be the best fifth rate <whatever>, but excelling at not being particularly useful, or not being particularly good at killing foes, or not being particularly good at keeping a team alive, isn't really much of an achievement.  As a result of that, players create homogeny when they gravitate to the classes/sets which are seen as "the best".

    Just clipping this part as opposed to quoting the whole thing for space purposes. What you're talking about is often referred to as "tiering" in the FGC. People will always gravitate to the "best" or most effective, that's just the nature of the game. What we mean by homogeny in this case is every set playing the exact same. Same damage, cool down, and same properties with almost no variation. Similar to how Champions' does their power sets. To that, I agree with your overall point. We are very fortunate for the diversity in gameplay that we have in the sets. Popularity or not, we have to choice of other playstyles if we so choose.

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  12. I'm kinda mad I missed the PvP discussion in that other thread. That said, hey @macskull, I know what that one power is!


    As per the current discussion, PvE balance matters to a degree, but not a ton. At least, not to HC where revenue and such are affected. In PvP, it matters more, but that's still not a huge single player priority. The fighting game comparison is even more focused on balance, because that's the entire game as single player competition (except for those few SFxT tag tournaments that ran 2 on 2). Even in the FGC, there's a voice against making things TOO balanced, as it can homogenize a game and make characters feel too "samey". The Tekken community has fears over this and work to keep as many characters viable without over balancing the cast.

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  13. ET's animation change really had nothing to do with PvP. It's just that PvP gets made the scapegoat for any unpopular power change that happened in the game. While it was live, only one power was changed because of PvP, and that was Hurricane due to how it could REALLY break base raids. The animation change to ET came from Castle reviewing the powers/damage formula and balancing it based on cast time rather than cast+recharge, since recharge was VERY easy to get now. ET was grossly outside of that formula, so he brought it in line, then tweaked the damage up in trade for the self damage.

     

    The problem with EM is that it's a set with very few tools. It's just a big bag of hammers that's slightly different than each other, when other sets have different tools other than hammers.

  14. Dark/Dark can be amazingly effective for stalkers. Put the Theft of Essence proc in Dark Regeneration and build for soft capped Smashing and Lethal damage. Just doing those two things alone will make you an absolute monster.

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