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FC.31.20150819.6/.9 - Supervillain Onslaught Update

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  • voyagersixvoyagersix Posts: 232 Arc User
    edited September 2015
    draogn wrote: »
    The gear and powers still cost too much, especially now that they are fairly useless secondaries. 10,000 villain tokens is 2,000 kills with out the dailies, 5,000 tokens is a 1,000 kills per piece.

    Having ways besides gambling and hoping the rampages will 1) not fail 2) award you a token to get good primary gear isn't a bad thing

    I came here to express this sentiment. That is a really daunting task to gear up one character, nevermind alts and power unlocks. One of CO's strengths lies in the creativity of its userbase, which is channeled into as many weird and different alts as possible. These costs say, "single character only", rather than encouraging building multiple toons.
    Build-Your-Own Onslaught Secondaries
    Replace the current Onslaught secondaries with just one gear piece for each Secondary slot, with bare-bones bonuses. Each of these pieces has 3 slots, and can only be slotted with Onslaught mods purchased from the Onslaught vendor. Onslaught mods are similar to regular mods, but with adjusted values and without the Core/Enhancement/Armoring limitation.

    Ugh, no. Please don't listen to this. I want to tear my eyes out.​​
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  • christy300christy300 Posts: 35 Arc User
    when is that crappy nerf coming up ? XD
  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User

    when is that crappy nerf coming up ? XD

    It seems that they may be waiting to put it through alongside the big update but I really wish they would push it forward so PvP will pop more again, since it was announced it stopped popping as people didn't see a point in PvP'ing like the game is on live anymore. Sorry this is really offtopic I suppose, but I really would like it pushed forward onto live. xD

    Just a FYI stealth is still an issue with the villains, smoke grenade "is an issue" but isn't so much in comparison to really basic stealth. You can just use teleport and with 0 stealth sight the villains have no chance of seeing you. As it stands however grond seemed a lot stronger, with his ability to perma take my TP off without smoke grenade on my specific build I'd be locked down and probably would stand no chance facing him alone. I'd like to see how they currently are tested against a team of 5 players (the minimum it's supposed to be made for) to see if the villain can actually kill any of the players though.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User


    I came here to express this sentiment. That is a really daunting task to gear up one character, nevermind alts and power unlocks.​​

    You know, I still use Heroics on most of my alts, and they perform just fine. There's nothing wrong with a set of gear that you don't get on every character you have.
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Hmm, I still see a fair number of people doing Rampages. Guess we know different people.
    gradii wrote: »
    I'm of the opinion that gear should be equivalent, but be themed after the content we're running, so it seems like our character has changed in some way from running that content. What's happening on PTS is close.

    If we get Onslaught primaries back I agree, most people I know have long since given up on the justice gear grind, the RNG is too horrendous.

    Save for a revamp of the rampage rewards system (hopefully very soon) they're better off as primaries.
    ​​
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • draogndraogn Posts: 1,269 Arc User
    On Gravitar's new look, at a later date perhaps you can give us the option to use her old outfit. In my opinion the new costume looks boring and bland, it doesn't really look like something she would wear. She should be wearing something that portrays her confident, how proud she is of her power, and herself as a powerful woman. (At least that is my understanding of her personality)
  • pantagruel01pantagruel01 Posts: 7,091 Arc User

    Hmm, I still see a fair number of people doing Rampages. Guess we know different people.
    ​​

    A lot of people just run F&I and Gravitar, presumably for Q.
  • spinnytopspinnytop Posts: 16,450 Arc User

    Hmm, I still see a fair number of people doing Rampages. Guess we know different people.
    ​​

    A lot of people just run F&I and Gravitar, presumably for Q.
    People still run all four. I know because when I que for them, the ques pop.
  • zamuelpwezamuelpwe Posts: 668 Arc User
    Since some have noted that the Defense and Utility Onslaught Gear are a little unexciting in their buffs, I wonder if it would be feasible to mix in some knockback resistance and/or run speed increase to a few pieces.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • xrazamaxxrazamax Posts: 979 Arc User
    zamuelpwe said:

    Since some have noted that the Defense and Utility Onslaught Gear are a little unexciting in their buffs, I wonder if it would be feasible to mix in some knockback resistance and/or run speed increase to a few pieces.

    Perception for stealth sight would be nice too.

  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited September 2015



    Replace the current Onslaught secondaries with just one gear piece for each Secondary slot, with bare-bones bonuses. Each of these pieces has 3 slots, and can only be slotted with Onslaught mods purchased from the Onslaught vendor. Onslaught mods are similar to regular mods, but with adjusted values and without the Core/Enhancement/Armoring limitation.

    Ugh, no. Please don't listen to this. I want to tear my eyes out.​​
    Is the bolded portion the element you disagree with, or the general idea of modded secondaries?

    If it's just the bolded bit (which, looking at it again, I disagree with as well), the idea could be amended to include Secondary Modifications in other vendors, like the Q Store or Drifter Store. Or use existing non-unique mods, reduced to maybe 1/3 of their listed bonuses when slotted in secondary gear.

    And please don't tear your eyes out. Eyes are recommended hardware for playing Champions Online.
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  • I really hope, this still fix's number more of bugs, before its released, its on the news already now, so looks like, it might be out next Thursday.

    I think they better start hoping to, the other QOL issues, Hideout Rooms
    Psi.
  • dicesnakedicesnake Posts: 51 Arc User
    edited September 2015
    I hope everybody is ready to spawnkill all of the new players into quitting the game in the first hour. Thats whats gunna happen if you let this go live in that state of westside. To Gentleman Crush, i strongly recommend you reconsider this. Whatever happens, it's on your shoulders.
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited September 2015
    dicesnake said:

    I hope everybody is ready to spawnkill all of the new players into quitting the game in the first hour. Thats whats gunna happen if you let this go live in that state of westside. To Gentleman Crush, i strongly recommend you reconsider this. Whatever happens, it's on your shoulders.

    what makes you say that this is going to happen, and who is this Gentleman Crush?, also what makes you say, that its going to be on HIS shoulders, its the players that will do this, not the Devs.


    There are plenty of is turrets all around the city, My god do they gun you down within seconds if you get to close the spawn points, just look around man, its not that hard.

    Also, new players?, whats this new-players?, I don't think no one is dumb enough, to shoot at a giant monster, and expect them to call of duty no scope it. (Some are tho :disappointed: )


    But, lets all be normal here, please tell me a long list of issues this update brings, lets see what you can come up with.


    P,S what does my text, when I type it down always have alot of ,,, in it?. Is that just a nasty habit or, is there something wrong with the codes in the topic?
    Post edited by circleofpsi#4619 on
    Psi.
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    dicesnake said:

    I hope everybody is ready to spawnkill all of the new players into quitting the game in the first hour.

    I agree that this is still a potential problem. It's likely that new players unfamiliar with Onslaught will attack a Villain on sight, out of curiosity. When they die, they'll respawn at a turret-protected respawn point. However, many Villain attacks out-range the turrets. The only way for the hero to prevent spawnkilling is to switch instances (which a new player might not know about), or lay on the ground for 3 minutes (which doesn't give a good first impression of the game).

    I like that the "Defeated" status inhibits kill-farming for profit. But I would also recommend removing the "Battling Supervillains" status after every death, to prevent griefing for griefing's sake. That way, it's up to the defeated hero whether to re-engage.
  • dicesnakedicesnake Posts: 51 Arc User
    edited September 2015
    I can tell you right now, i can stand within 25ft of Kodiak without those turrets or the closeby guard activating.
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  • gradii said:

    Can Onslaught villains still be knocked? because its downright stupid to make them immune to holds and stuns and not knocks which are much more OP.

    The hole Kockback system itself is OP and bugged out, sooooo


    :disappointed:


    Psi.
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited September 2015

    dicesnake said:

    I hope everybody is ready to spawnkill all of the new players into quitting the game in the first hour.

    I agree that this is still a potential problem. It's likely that new players unfamiliar with Onslaught will attack a Villain on sight, out of curiosity. When they die, they'll respawn at a turret-protected respawn point. However, many Villain attacks out-range the turrets. The only way for the hero to prevent spawnkilling is to switch instances (which a new player might not know about), or lay on the ground for 3 minutes (which doesn't give a good first impression of the game).

    I like that the "Defeated" status inhibits kill-farming for profit. But I would also recommend removing the "Battling Supervillains" status after every death, to prevent griefing for griefing's sake. That way, it's up to the defeated hero whether to re-engage.
    Thats a great idea, but what I want mostly is the turrets to have super-long range and also a giant bubble over the main part of the city, to stop people from entering if they are a Viv, because this is just going to cause Vivs to spam all over the place.

    While I disagree with the hole "OMG newplayers will quit trash-talk", and how they will be spawn camped, I do believe that this needs fixing. Also I will also like to point out a simple fix, that whuold be close to PVP, players who are Vivs can not be attacked, unless your part of the PvP, or you have the mission picked.

    Another better way, whuold to have a new or take a old Zone, specially designed for the PvP, thing, and players can enter or exit, as they please, so it won't disrupt the PvE

    Edit: Im just going to quickly check something on the PTS, as well.

    Edit 2: Ok thank god, you can't use the devices anywhere else, like in other buildings or so, Oh thank crust for that.
    Psi.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    The whole way you acquire the 'battling supervillains' flag is off. You should be unable to attack villains until you do something specific -- I suggest an 'until badge' that you activate to gain the flag -- because otherwise it's far to easy to accidentally acquire the status, either because AoEs, or because the targeting system in this game is not great.
  • The whole way you acquire the 'battling supervillains' flag is off. You should be unable to attack villains until you do something specific -- I suggest an 'until badge' that you activate to gain the flag -- because otherwise it's far to easy to accidentally acquire the status, either because AoEs, or because the targeting system in this game is not great.


    This ^

    So much this
    Psi.
  • draogndraogn Posts: 1,269 Arc User
    edited September 2015

    The whole way you acquire the 'battling supervillains' flag is off. You should be unable to attack villains until you do something specific -- I suggest an 'until badge' that you activate to gain the flag -- because otherwise it's far to easy to accidentally acquire the status, either because AoEs, or because the targeting system in this game is not great.

    How about just a right click option for the character portrait. Having a lot of hoops to jump through before being able to try this content isn't a good idea either.
  • dicesnakedicesnake Posts: 51 Arc User
    """ACHIEVEMENT!: You crossed your first street with pestilence or fireform without being auto-flagged and destroyed by Onslaught! 10,000 PP"""

    Awesome! That achievement took me months to get.
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    draogn said:


    How about just a right click option for the character portrait. Having a lot of hoops to jump through before being able to try this content isn't a good idea either.

    It's desirable to force people to talk to an Onslaught vendor and get information about What's Up before they actually participate in Onslaught. A device (which will be automatically given to you if you take the mission, or the vendor can give you a new one) is not a significant hoop to jump through.
  • draogndraogn Posts: 1,269 Arc User
    Would it be possible to put the new tokens in the currency tab?
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Just saying that I seem to be finding enough players doing Rampages to keep acquiring JG at a decent pace. Your results may vary.
    gradii wrote: »
    Hmm, I still see a fair number of people doing Rampages. Guess we know different people.

    Knowing people who still run rampages and setting up PQs is not the same as there actually being a demographically significant number of people who still do.
    ​​
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
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  • draogndraogn Posts: 1,269 Arc User
    The gear being secondaries lowers this features replay value for me. Especially at 5,000 tokens per slot, for those with a lot of alts that is a lot of grinding. The passives on the offensive slot aren't that interesting to make up for the lack of real stats.
  • xrazamaxxrazamax Posts: 979 Arc User
    edited September 2015
    During today's steam with the devs, it seemed pretty apparent that melee players were at a disadvantage with the constant fleeing by the super villains. Would it not be worth exploring making villains susceptible to snares and roots?

    Second thing I noticed was that villains didn't seem to... well... notice me (senpai). I feel that this is because their larger and more devastating attacks take a while to unlock so villains are just focusing on a single enemy with low health while they wait for their stronger attacks to unlock

    I think that instead of the 30% buff to damage, villains should have an easier time pulling off their stronger attacks. It feels like sometime you are being patronized when villains are using their weaker attacks against you. When playing as Medusa, you are just waiting for those stacks of mind spikes so you can get enough stuns to finally be able to use your stronger attacks. The combat should have a bit of a faster pace for villains.

    Finally, with Gravitar, it feels like it is impossible to defeat opponents unless you get a clean attack with Cascade Event - which is telegraphed whenever you use it. She alone might deserve a buff of some kind to make her as powerful as Grond and Medusa.

    P.S. Please start thinking of attacks for Therakiel, which I know you will make a villain in the future because you are the bestest :kissing_smiling_eyes:
  • dicesnakedicesnake Posts: 51 Arc User
    edited September 2015

    This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
    Post edited by biffsmackwell on
  • zamuelpwezamuelpwe Posts: 668 Arc User
    From watching the stream I have a suggestion: Have the villain travel powers cause everyone who is currently targeting them to deselect, similar to Rakshasha. It will help aid them in escaping, especially with some ranged players who simply kept a lock on the villains the whole time.
    xrazamax said:

    Finally, with Gravitar, it feels like it is impossible to defeat opponents unless you get a clean attack with Cascade Event - which is telegraphed whenever you use it. She alone might deserve a buff of some kind to make her as powerful as Grond and Medusa.

    I'd suggest Gravitar gain bonus damage on some of her attacks the farther away players are, in addition to the overall damage buff.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • xrazamaxxrazamax Posts: 979 Arc User
    edited September 2015
    ^That seems maybe counter intuitive at first seeing as how her other power Singularity brings everyone close to her so she can use her bubble attack, but... then again maybe that would work? It would help out against ranged foes trying to run away, but if you were fighting against Gravitar, the player would constantly be running for more distance between the two of you - frustrating for melee.

    - - - - - - - - - - -
    Last suggestion! Put gravitar's half cape costume piece as a purchasable item from the onslaught vendor! :grin:
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    edited September 2015
    Looking at the event, it's pretty clear that Gravitar and Medusa need some early-on method of breaking up a giant scrum of players jumping on their heads; it's too hard to unlock their higher ranked powers while under pressure; on the other hand, whatever it is shouldn't be too useful to villains teaming up. I'd be tempted by something like
    • Gravitar: increase Crushing Field radius to 50'. All targets affected by Gravity Well are knocked to the primary target; all other targets are knocked 200' away from the primary target. Damage is modest on targets not affected by Gravity Well.
    • Medusa: ugh. Tempted to say replace one of her minor powers, probably TK shatter. Say, it becomes a 200' PBAoE that causes all targets to lose their current aim on Medusa, and then creates a (weak) Medusa clone for each of them. This effect is capped at one per target, no matter how many Medusas are in play.
  • jaazaniah1jaazaniah1 Posts: 5,553 Arc User
    Guess I'm lucky then. Got 15 sets going and number 16 is well over half done. Maybe it's the time of the day you are on and there are fewer players than when I am on? It helps that I'm perfectly happy to watch movies, pay bills, read, write on this forum, etc. when I'm waiting for something to pop. I figure I get a token, on average, every 6-8 attempts. So, to me it doesn't seem like luck, just sticking to it. It just does eventually happen.

    gradii wrote: »
    Every time I queue for Lemurian invasion or sky command it never pops. Especially sky command. Fire and ice is almost as bad, no one is ever doing PQs.

    NO ONE gets justice gear period unless they get lucky, this is the main issue with it. It's a lottery instead of actually earning something.

    Another cryptic game, STO, has been doing endgame gear rewards right for years now. It's time CO got brought up to speed.​​
    JwLmWoa.png
    Perseus, Captain Arcane, Tectonic Knight, Pankration, Siberiad, Sekhmet, Black Seraph, Clockwork
    Project Attalus: Saving the world so you don't have to!
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    BUG? Are the Onslaught Medusa and Onslaught Gravitar action figures meant to retain their giant nametags?


  • crypticbuxomcrypticbuxom Posts: 4,629 Arc User
    Onslaught villains are clearly designed with an STO or NWO mentality and not a Champions mentality for how powers work off each other.​​
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited September 2015
    I suggest that the Onslaught Vender, to be much much more further away from the city and the west-side spawn point, or have none at all in west-side, as I don't think new players whuold enjoy having giant monsters jumping around.

    I also reccmomand that, once you pick up the device, your travel powers and all other devices on longer work, to stop players from walking over to the city, and tearing other players up. I still suggest that, we should have a new zone made specifically for this, so players can join and fight, while letting the other zones free from them.

    Another suggested whuold be that only level 40s, can pick up the missions at all, to stop random people from picking it up.

    The only last suggestion, I can think of, is allowing alot more, and alot more turrets around spawn points and in the main big city, dump the idea, of crashing the party, thing, and just stop Vivs, from getting any where near the main city center, or west side, this can be done, by adding alot more, and letting the turrets have super-long range and aimbot.

    draogn said:


    How about just a right click option for the character portrait. Having a lot of hoops to jump through before being able to try this content isn't a good idea either.

    It's desirable to force people to talk to an Onslaught vendor and get information about What's Up before they actually participate in Onslaught. A device (which will be automatically given to you if you take the mission, or the vendor can give you a new one) is not a significant hoop to jump through.
    This will be more useful, as well, as long you want to part in this Onslaught, you have to use a token or something else, to be able to attack, or be attacked.


    This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
    Post edited by biffsmackwell on
    Psi.
  • aiqaaiqa Posts: 2,620 Arc User
    edited September 2015
    Bug: The Battling Supervillains timer gets stuck at 3 minutes sometimes. Suggestions about making sure to not interact with other players that have the same status have not made a difference.

    Bug: When logging in while the Battling Supervillains status is still active, can lock you in combat movement speed.
  • dicesnakedicesnake Posts: 51 Arc User
    edited September 2015
    cryneting said:


    Chuold you please explain to the nice people here, like almost everyone, here why its not a good idea, before you rant?

    1. The loot stinks, and people dont want better than Rampage gear, so theres no way to win there, people just dont wanna have to farm another level of gear all over again...once again from the CO community NOBODY KNOWS WHAT THEY WANT. /shock . So its the same old 'Argue till death' community about the gear.
    2. The Onslaughts are bug ridden, and a lot of you havent seen just how far theyre broken yet. Poke Snake about that but i doubt he'll speak to anyone but a dev directly.
    3. They de-value the whole game right from the beginning.
    4. They scare off and troll new players, spawnkilling newbies the very second they enter westside. Ruining the games first impressions out of the tutorial.
    5. The cost of everything and the length of the grind (which the devs wont listen to us about) is far too high to the point that it is sadistic and cruel to everyone apart from large groups of people who are going to suicide on purpose to help each other out and get around that rediculously high grind. People who are going to try and play Onslaught legitimately....well theyre screwed.
    6. They can never be balanced so long as they are capable of running away.
    7. They completely throw balance out of the window.
    8. Even IF you get one, the likelihood of you being killed by a Death-Turret out of nowhere, or being knocked into one, is high. Enjoy your 24 hour wait.
    9. They dont bring everyone together, they scare everyone away. The frame in which this content plays out, is NOT fun.
    10. It is Anti-Archetype. Onslaughters will just pick on the same person, generally the weak archetypes in a low level area. There is ZERO reason to fight a Min-Max challenging Freeform player when the most efficient way to gain points, is to farm the weak and ONLY the weak, just ignore the other players. Again, this ruins peoples impression of the game, and will make many quit.

    Do you know whats better than test server? Live.

    This whole thing will diminish the game more than boost it.

    The only PROS about this whole thing is:
    -more T4 Powers added
    -....i cant think of anything.

    When Onslaught goes Live (which theyre currently going to rush it onto live very soon even though its in a broken state), ill be deleting all my characters. Sad part is, i know i wont regret it.


    This post has been edited to remove content which violates the PWE Community Rules and Policies -Smackwell
    Post edited by biffsmackwell on
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    Time to break out the Lvl40 toons and protect Westside, then. People are always complaining there's nothing to do when you hit 40, this seems to be the very definition of a superhero's day job. Or did I miss something?
  • dicesnakedicesnake Posts: 51 Arc User

    Time to break out the Lvl40 toons and protect Westside, then. People are always complaining there's nothing to do when you hit 40, this seems to be the very definition of a superhero's day job. Or did I miss something?

    That implies that new players and/or archetypes are not superhero's, and diminishes their quality of experience.
    You're going to terrify POTENTIAL PAYING CUSTOMERS away.
  • circleofpsi#4619 circleofpsi Posts: 2,961 Arc User
    edited September 2015
    dicesnake said:

    cryneting said:


    Chuold you please explain to the nice people here, like almost everyone, here why its not a good idea, before you rant?

    1. The loot stinks, and people dont want better than Rampage gear, so theres no way to win there, people just dont wanna have to farm another level of gear all over again...once again from the CO community NOBODY KNOWS WHAT THEY WANT. /shock . So its the same old 'Argue till death' community about the gear.
    2. The Onslaughts are bug ridden, and a lot of you havent seen just how far theyre broken yet. Poke Snake about that but i doubt he'll speak to anyone but a dev directly.
    3. They de-value the whole game right from the beginning.
    4. They scare off and troll new players, spawnkilling newbies the very second they enter westside. Ruining the games first impressions out of the tutorial.
    5. The cost of everything and the length of the grind (which the devs wont listen to us about) is far too high to the point that it is sadistic and cruel to everyone apart from large groups of people who are going to suicide on purpose to help each other out and get around that rediculously high grind. People who are going to try and play Onslaught legitimately....well theyre screwed.
    6. They can never be balanced so long as they are capable of running away.
    7. They completely throw balance out of the window.
    8. Even IF you get one, the likelihood of you being killed by a Death-Turret out of nowhere, or being knocked into one, is high. Enjoy your 24 hour wait.
    9. They dont bring everyone together, they scare everyone away. The frame in which this content plays out, is NOT fun.
    10. It is Anti-Archetype. Onslaughters will just pick on the same person, generally the weak archetypes in a low level area. There is ZERO reason to fight a Min-Max challenging Freeform player when the most efficient way to gain points, is to farm the weak and ONLY the weak, just ignore the other players. Again, this ruins peoples impression of the game, and will make many quit.

    Do you know whats better than test server? Live.

    This whole thing will diminish the game more than boost it.

    The only PROS about this whole thing is:
    -more T4 Powers added
    -....i cant think of anything.

    When Onslaught goes Live (which theyre currently going to rush it onto live very soon even though its in a broken state), ill be deleting all my characters. Sad part is, i know i wont regret it.
    Humm, good points here very good points, I'll try to space them out on each one, and see how we can make it better perhaps and give you a little insight, as I am a Warframe Vet (Not Founder), so kinder understand most of your points here Snake, but her it goes.

    1. The Loot: Nomraly, I chuold give a damm about Justice Gear, as its nothing but high-end, pointless grind, to make builds super OP and broken, However!, you are correct here, this is un-just, if you played warframe, you pretty much can guess what its like, players grinding to be on top, or pay-to win, and the players who are unable to have the time for personal reasons and such, will stay at the lower ranks, and be stepped on by "Vet Players".

    Solution For Loot: Unsure, as I don't farm to that extreme, you can think of one better then I can snake.


    2. Onslaughts Bugs: Unsure, on what the bugs are, that have not already been fixed, but if your talking about exploits and such like that, its best contact a Dev or Mod, but you have to remaber regardless of how meny times they fix something, or remove a exploit, super-desperate players will ALWAYS find a way to Exploit the game, no matter how hard the Devs try, its sad fact, and it just makes them type of players, just a waste of life, sorry to sound so dramatic

    Solution For Bugs: The Devs can as hard they, they are already trying their best, right now, we seen the countless bugs, been fixed now, if you read the page, but yes, some still need fixing and dusting before LIVE, however not ALL can be fixed.

    3. De-Value The Game: I have no idea, what you mean by this sorry, and I have to admit this sounds more like something just to chew on and point fingers, and Dev bash.

    Solution For De-Value: N/A


    4. Scareing of New Players: Correct!, have correct, I have already posted countless ways to fix this or find a better way, if you have readed them. However I whuold also like to point out while this may be a big issues, 50% of this issue is in the players hands, not the Devs: If a new-player is not smart enough, to not attack a big massive thing, that clealry looks deadly, THEIR OWN FAULT. Period.

    Solution For New Players: Make the suggestions, I made or other made, LIVE


    5. The Cost: Can't agree with you more, my point on the loot is the same as this.

    Solution For Cost: Self Explanatory (For Dum-dums: Lower the price)


    6 & 7. Balance: balance has been a number one issue for ALL MMO games, even warframe, this can only be solved by nerfs and buffs, in-wtich players will still cry about anyways, CASE CLOSED

    Solution For Balance: N/A


    8. 24hour stops exploit and griefing, if you get gunned town by a turret, serves you right, for being a troll and trying to spawn camp or cause grief at the main city part. CASED CLOSED! (Don't like it, go cry somewhere else, sounds hrash Im sorry, but its fact, period.)


    9. Non-Team Work:Unsure what you mean by this, sorry, fill me in.


    10. Anti-Archetype: Anti-Archetype has been floating around for a while now, so Im unsure how to fix or react to this, sorry but fixing this somehow whold be a HUGE step.



    Diminishing Game: Hardly, but you are free to think that as much you want, However! I do hope they take your points into account. I wonder what others think of this, please let us kown!.

    You Quitting The Game: While, goodbye threads and people ranting, saying they are leave is always unacceptable and no one wants to hear it. Its sad that you have to leave just cuz of this, but if you do, wish you luck in other games.



    Legion


    P,S Snake?, whats with the 3rd person talking, is this you just playing about, or is there something wrong?. its kinder awkawed, and hard to take you seriously, no offnce of course, Unless Im missing something :blush:
    Post edited by biffsmackwell on
    Psi.
  • magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    You're going to terrify POTENTIAL PAYING CUSTOMERS away.

    Hmm. You could say the same for all the in-game events in which low-level players are free to participate.

    Thinking back to my own early experiences with the game... I started playing during a Destroid Invasion event. Just those random packs of Destroids around Westside, on street corners (some of which were very close to mission entrances). Kept aggro-ing them and getting defeated. I figured it was down to my lack of skill rather than becoming terrified and frustrated. A good learning experience, and... I'm still here, two years later.

    The Devs have made efforts to stop Onslaught players farming lowbies, and the community can do so as well. It might all go horribly wrong - one of the defining things about MMO players is they will think of ingenious ways to misuse anything and everything - but I think you're being pessimistic and ludicrous (deleting all your accounts? really?)
  • edited September 2015
    This content has been removed.
  • zamuelpwezamuelpwe Posts: 668 Arc User
    xrazamax said:

    ^That seems maybe counter intuitive at first seeing as how her other power Singularity brings everyone close to her so she can use her bubble attack, but... then again maybe that would work? It would help out against ranged foes trying to run away, but if you were fighting against Gravitar, the player would constantly be running for more distance between the two of you - frustrating for melee.

    Well, that's the thing: Melee's not going anywhere. They're already right there for her big melee attack and she doesn't have to chase them. Range is where she'll really need the help, especially snipers that stay spread out and vehicles. A really strong single target range attack will make them want to avoid being max range while still not getting too close to her.
    "Interesting builds are born from limitations not by letting players put everything into one build."

    -Sterga
  • aiqaaiqa Posts: 2,620 Arc User
    I didn't see any big melee attacks for Gravitar at all, as far as I remember she is the only villain without any melee attacks.
  • carrionbaggagecarrionbaggage Posts: 729 Community Moderator
    edited September 2015
    xrazamax said:

    During today's steam with the devs, it seemed pretty apparent that melee players were at a disadvantage with the constant fleeing by the super villains. Would it not be worth exploring making villains susceptible to snares and roots?

    I agree that the Villains are a problem for melee characters. I see the value in giving Villains a high jump height (navigate the city; prevent ranged heroes from line-of-sight kiting them), but a bouncy Villain pretty much turns a melee character into a lunge-spammer.

    Suggestion
    Villains' base movement becomes the same as players'. Give Villains a Villainous Movement travel power toggle that applies their enhanced movement speed and jump height. This would make them susceptible to the Nailed to the Ground mechanic, which would allow melee players a chance to maintain close-range combat for temporary bursts of time.

    dicesnake said:

    There is ZERO reason to fight a Min-Max challenging Freeform player when the most efficient way to gain points, is to farm the weak and ONLY the weak, just ignore the other players.

    I agree that this is still an issue as well. In the previous thread, I suggested giving Villains a way to generate tokens based on their unique mechanics. Looking back at that suggestion, it could cause issues based on the individual mechanics, and make it more difficult to design future Villains.

    Suggestion
    Villains already have a status that tracks their number of current foes. For every minute a Villain is transformed, that Villain generates 1 Villain Token for every current foe they are fighting. This would encourage Villains to fight against as many targets as possible, even unkillable heroes and other Villains. I think this would create some fun battles royale, and help make the current token prices seem more reasonable.


    Guardian Token prices are also very high: 10,000 to unlock a single Villain, then another 1,000 per transformation. Similar to the Villain Token suggestion, a time-based reward could be added for Guardian Tokens.

    Suggestion
    Reduce the "Battling Supervillains" timer to 30 seconds, which refreshes whenever a battle condition is triggered. "Battling Supervillains" status automatically puts the hero in combat mode (suppressed travel powers, no out-of-combat regeneration). For every minute a hero keeps up the status, that hero receives 5 Guardian Tokens. I would also recommend removing the status when a hero chooses the "Recover" option (to prevent griefing, as previously mentioned), but not if the hero resurrects on the spot (so squishy heroes have a chance to keep their reward timers active).


    Addendum
    Timer-based rewards could encourage players to just energy-build around an AFK villain for 15 minutes. To discourage this, the token reward for kills (and total damage break points, for the heroes) could be increased, making it more desirable to fight earnestly for greater rewards.
    Post edited by carrionbaggage on
  • dicesnakedicesnake Posts: 51 Arc User
    edited September 2015
    cryneting said:

    -snip-

    Im not Snake, but i do get a lot of information from him.

    Ok lets go into this:

    1. LOOT. What form of rewards or currency are greatly valued at all times and doesnt diminish over time?
    Answers: Costume Parts, Global, Questionite, Useful Vehicle Weapons, Most Mods Rank 6 or higher, Useful Devices, Cosmic Keys, probably more!

    2. De-Valuing the game. How does it?
    Answer: The whole point of a leveling system and making someone increase their strength and gain more powers is to be able to accomplish much greater and difficult tasks like fight Cosmics, enter Rampages or do End-Game content for rare drops, costume parts or gear etc. To throw everything that End-game has to offer, all of that content wasted, thrown into the faces of new players, takes away all of that value and takes away all of that buildup, spoils the whole point of learning the story or doing anything, because its already right there in your face, as soon as you enter Millennium City. Final bosses right in your face at the beginning, wrecking your face...their response? "Yyyyeah...quitting". Their first impressions and experiences of this game, will be bad ones. It's bad for business. Why play the rest of the game when it's just been thrown in your face at the beginning without allowing you to prepare. (thats not a question)

    3. Balance. How on Earth can you even start to make balance happen with these things?

    Answers: Normal Bosses have things, that these Onslaughts dont have, which help with balance:
    A: Limited area space or a specific room tied to them. The fact people can run away for Out-Of-Combat benefits, ruins the whole thing. Seriously, give these things Arena-like rooms or domes or something. This is the basics of a Duel, when you run away you are supposed to lose but here theres no such thing, so there needs to be strict rules and area limitations to stop run-away gameplay throwing all of this games basic fighting-mechanics into the toilet. There's NO reason to play a melee character against an Onslaught.
    B. Immunity to all Control or Knock. Control has already been done, but you say knocks shouldnt be resisted, they should be. Why? Because a player can easily Roomsweep you into a turret, killing your Onslaught almost instantly. People are underestimating just how badly Knocks break this whole system up, especially with knocks which cannot be resisted, of which there are MANY. Im surprised this very basic answer and form of mechanics-abuse hasnt come to peoples attention, its staring you right in the face and its so easy to fix -.-
    C. Perma stealth, people CAN do it. Make Onslaughts immune to perception debuff, and have full and complete stealth sight, easy job done, move on.

    4. Warframe is still developing basic content, it's still a BETA and they already said in a recent devstream that a whole new round of weapon balance (complete redo of damage figures etc) is already on the table when the game is nearer to completion and those guys actually LISTEN to the players, i personally over raidcall voicechat helped DE-Glen out with a network problem involving specific Netgear routers blocking Warframe out completely (they had to create a NAT punchthrough system to get around it). Champions Online has no excuse as it is 6 years over its FINAL RELEASE. And it fails to begin basic communication with people who dedicate themselves to try and fix the game. The whole "We know better" attitude really annoys your playerbase who already fully realize that you dont infact know enough, and you wont even give them the chance to help you fix something. Gotta listen, before you can learn.


    EDIT: i hate to use the A word here....but wouldnt it be better to do this kind of thing in a special 'Alert' or PvP-Instance?
    Post edited by dicesnake on
This discussion has been closed.