test content
What is the Arc Client?
Install Arc

Comments

  • Champions Online and Star Trek Online have more bugs than any other Online games I have ever had the ill fortune to waste my time playing. The sad part is, neither of them have the excuse of being F2P games from the start - they both started as P2P! Champions launched with a good leveling system, an interesting system for…
  • I'm hoping for some sort of confirmation on dual spec... it's really the least they could do. There's already such a huge, prevalent paywall and obvious pay2win features all over the rest of the game... they could at least add something that's a real convenience instead of easier ways to min/max your gear, or get a shiny…
  • You're* Spell it right, or no one will take you seriously.
  • Probably getting muted because you are using Zone chat for the things that /lfg and /trade exist for. Keep the right chat in the right channels.
  • Give players the ability to make Boss encounters in the Foundry. Give players the ability to make Dungeons/Raids in the Foundry. 5-man and 10-man respectively. Give players the ability to make PVP maps in the Foundry.
  • It'd be nice to see some of the XP grind maps take this to heart and at least attempt a little backstory :)
  • A vastly surprising amount of people don't understand that the Zen conversion ratio is a player fueled economy, and the prices have been RAPIDLY dropping since open beta started :) Wait for the economy to stabilize before you post your doom proclimations of Pay 2 Win
  • There is a difference between finding a quest "fun" and "efficient" - the fun in this case was the INSANE XP that people were getting, not really the content itself. Post your quests stating that they need reviews on the forums, I'm sure you'd get plenty of people that would be willing to play and give it honest feedback.
  • Fact is, if they don't have stuff in place to sink AD into, AD prices will become inflated real fast. By "Sink", I mean literally get it out of the economy. Auction fees and listing prices are one thing, but those are very minor - things like this are in place for the purpose of un-bloating the economy. As it stands it's a…
  • The Astral Diamonds you are purchasing with Zen are for sale by another player. The cash you are paying generates the zen for the trade, the other player's actions in farming Astral Diamonds generated the diamonds for you to use. And, since Zen is taken out of the economy immediately and permantently when it's spent, this…
  • Why is it objectively good? I can explain why it's bad, as I have to you in other similar threads. It's bad because it can damage the overall longevity of the game. It's bad because players will spend less time logged in to the game overall when they get bored of end-game content. Again, longevity of the game. It's bad…
  • Correction: Month 2, day 1, have $150 in pocket, pay $100 for this month's expenses. Have $50 in pocket. That $50 would need to be invested in either new development or another project within the company itself. Which is generally why, a game is not considered to be truly profitable unless it's actual PROFIT (in this case,…
  • You are forgetting that $100 of that $150 is going to be payed towards the next month's expenses. A company wants it's products to be self-sufficient after their initial investment (in this case, the starting $100). Generally initial investments will cover many many months if not years of operation, but as I said the…
  • This is absolutely the truth. The ignorant, frothing masses will call this greed, but you have to be realistic. It takes an incredible (most times unfathomable) amount of money to design an MMO, not to mention operate and maintain all of the servers that have to be running CONSTANTLY to keep it online. Developers do a LOT…
  • Hitting level cap within a few grinding hours is not how the game is meant to be played: It completely and totally trivializes the achievement of earning level cap. It trivializes the months of development time the Dev team spent designing the leveling experience. No MMO on the market is designed so that you can hit the…
  • Easiest fix: If a monster cannot find a way to attack you, it becomes invulnerable until it hits you with something.
  • Copied from a similar thread. The ability to design dedicated Dungeon quests, that require a group of 5 to enter. The ability to design dedicated Raid quests, that require a group of 10 to enter. (The purpose for the above two is to literally provide an UNLIMITED amount of Dungeon and end-game Raid content. One of the…
  • The sticky's rather long and polluted now, with a lot of off-topic posts such as this one, and the two above it :)
  • Nobody else? Threads like these tend to grab Dev's attention more than complaining/raging threads. Might be a good opportunity for your ideas to be seen.
  • I absolutely do not want to see Cryptic support the exploit based maps, just a bunch of ogres in a box so ranged characters can shoot them safely. However, I am generally okay with farming maps. I'm currently working on one (I've stopped work until we see the state of the foundry in future patches) that's heavily inspired…
  • The ability to design dedicated Dungeon quests, that require a group of 5 to enter. The ability to design dedicated Raid quests, that require a group of 10 to enter. STRICT rules on the minimum number of "Trash Pull" encounters that you must place for each boss. The ability to customize a boss's mechanics, possibly not…
  • Find any Standard difficulty or Hard difficulty "Solo" and change it's costume/name. You can use objectives for when the boss spawns, waves of adds spawn (each with it's own kill objective alongside the boss) so as you kill each wave, the next wave spawns, and all waves have to be cleared to progress after the encounter.
  • I'd be okay with this. Few things though. There'd need to be a MINIMUM amount of non-boss encounters PER BOSS, that way the raids are not just boss bashes. Developers would be REQUIRED to add trash pulls. I'd like to see players have the ability to customize the mechanics of their bosses. Put a min/max limit on the…
  • Only problem: Since I have dynamic behavior linked to the guy to start with, I can only make him appear/disappear based off the objective he is linked to. Looks like I might have to make two versions of the NPC linked to different conversation objectives.
  • Perfect, thanks much guys. Takes a bit of work to get done, but it functions perfect :D
  • Hmm. I can do that. It's possible to make an item appear once an objective is in progress, so I'll do it that way.
  • The same question could be asked about the existence of this thread :P
  • IMO, Devoted Clerics need to realize that their best use in PVP is to heal the HAMSTER out of everyone they can see. I tend to get flustered when I see Clerics in dungeon and PVP groups that seem to think that they are playing a DPS class lol.
  • yeah, the idlers can be problematic, then there's the troll party leads who are willing to take a loss in exchange for the laughs they get when they boot everyone from the group. Might be worth adding in a few grief prevention mechanics here and there :)
  • Most efficient fix for Need vs. Greed is: If you can't equip it, you can't need roll on it, if you Need roll on it, it becomes Bound so you can't auction or trade it. Not terribly hard from a Coding standpoint either, you just have to add in a few checks to the Need option.