Anti_Proton

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  1. Quote:
    Originally Posted by alyssa_jones View Post
    Is this true? Really?
    Statesman
    Reichsman
    Tyrant (aka Marcus Cole)

    All the same guy from different dimensions.
  2. Quote:
    Originally Posted by BackFire View Post
    I'm just impressed that RLSHs are carring tasers now!
    And, I would imagine, a near fatal gun shot wound away from custom body armor.
  3. Actually three of them.
  4. Um...there's two of them.
  5. I don't know about "Gold Standards", but some of the groups and locals are getting a bit long in the tooth. Noble asked us for all this input on changes, would be nice to eventually know what's coming of it.
  6. Again with this? Didn't the Guardian Angels teach people anything? Go big or go home!
  7. Quote:
    Originally Posted by Prof_Backfire View Post
    This thread's been going for a while. Have any of the suggestions back from the start been re-implemented yet?
    Short answer...no.
  8. The entire concept for Warburg seems very "Vigilante" to me. In what situation would it be heroic to use illegally obtained WMDs?
  9. Anti_Proton

    Thor trailer

    Quote:
    Originally Posted by Father Xmas View Post
    I always thought Odin's traded his eye for foresight, not wisdom.

    Remember, any significantly complex wisdom can be mistaken for foresight.
  10. Anti_Proton

    Stalker AoE

    I chose that video because Nightcrawler is the best example of this type of Stalker. In the video, you see that he is dropping single-targets without missing a beat and when he ports into anteroom, you can sense the fear and confusion (it helps that his smoke creates the -tohit too).
  11. Anti_Proton

    Stalker AoE

    Quote:
    Originally Posted by GlaziusF View Post
    You do know that if your assassin strike doesn't kill its target everything nearby gets a modest to-hit penalty and a chance for fear, right?

    The fear has a percentage to activate, but the to-hit penalty doesn't. This suggests how stalkers are intended to fight in crowds: keep the enemies as a whole frightened and swinging at air while they methodically carve up one at a time. Admittedly this requires you to forgo the thrill of that initial kill out of nowhere, but build up works just as well when you pop it visible.

    But it still doesn't work as intended, either because the fear doesn't apply as often or the -tohit is too modest. In a mob of 6 to 8 you still have to play hit an run once you've dropped out of hide and aggroed them.
  12. Anti_Proton

    More more more

    Ya know what would go really good with the new chest piece? A matching BACK PIECE!!!
  13. Anti_Proton

    Stalker AoE

    This http://www.youtube.com/watch?v=VrVdCkKxty4 is what I think of when I think of a Stalker when it comes to dealing with a crowd. Right now, Stalkers are great single-target killers, but even Skuls know to never fight alone. This why I propose a Stalker AoE similar to Shield Charge or Lightning Rod that ports your character into a mob and you flash in and out, striking each target in rapid succession. The damage is in the low-side of moderate, hook is that the attack will not draw immediate aggro. The attacks leaves the mob under a -perception state similar to smoke grenade, but the effect will drop once you attack a single target. Theoretically you could clear a large mob this way, but it would be slow going. The idea is to whittle down a large mob to a few easily manageable targets for up-close attack.
  14. Quote:
    Originally Posted by DarkGob View Post
    I feel like this is mostly covered by the Mission Architect. The only thing you'd have to do is create an area where you can share your created critters with other players and the rest would take care of itself.
    Sure the mechanics is already in place and the devs have shown that is is possible to fight yourself in-mission, the only thing left is to build the process.
  15. Neighborhoods in the theme of the gangs that control them.
  16. Quote:
    Originally Posted by Progressman View Post
    I want "ANY" backpack...

    NOW!


    Fixed that for ya!
  17. Quote:
    Originally Posted by GuyPerfect View Post
    The underwater moon base, where we defeat Blue Steel as a combat NPC to unlock the City Vault.
    Your sir are EVIL-INCARNATE!
  18. Quote:
    Originally Posted by Coyote_Seven View Post
    I predict that the devs will address PvP issues again at the same time that they give some love to Super Group Bases.

    I'm also still waiting for the release of the ColecoVision Super Game Module and Duke Nukem Forever. Any day now!!!
    Yeah, it seems since the Devs don't like to take any features away, they simply let them atrophy to the point of insignificance.
  19. Quote:
    Originally Posted by Chase_Arcanum View Post
    I'm a casual PvP'er... or was... haven't PvP'ed since the rules changes... not because I dislike the new rules, but because there's too much other stuff to do to waste my time learning the alternate mechanics and becoming adept at them... particularly for an experience thats' sub-par.

    But, when I do look at the PvP system, I DO see what the devs were hoping to attain. The game's original PvE-centric mechanics of their powersets did create MASSIVE numeric holes that could be exploited by an avid PvP'er, and it was hoped that, while min/maxing could still be done with the new system, the difference in plateaus between the "min/maxers" and the average build would be much MUCH less...

    The devs thought that the massive rebalancing was necessary to attract new blood... because, as they came out and stated, the numbers of PvP participants was too marginal to warrant much dev time. To justify a revamp, you needed to bring in more participants... so that became the focus of their revamp.

    Unfortunately, that isn't what made PvP a sub-par experience. It was the other player in the PvP equation. I could have the most imbalanced experience in the world.... ganked 30-40 times in one night, but if my adversaries were enjoyable, I rated it a great night. I could also have a zone event where I won more than I lost, but just found the experience lousy as hell because of a few people in the zone. Just like real-life sports, some opponents just sap all the fun out of play, whether you beat them or not. I was thick skinned enough to stay for the few real good experiences, but MANY were not.

    Every MMO out there does it wrong-- PvP will always fail (after a brief "honeymoon" while everyone is still learning and everything is fresh and new) in open-world or open-zone PvP. If you have 20 excellent FUN PvP'ers and 1 ******, that 1 ****** will spoil the fun for enough people that you numbers will quickly degrade. There are other things to do that don't have the aggravation.

    If you want PvP to remain robust, you need to work on giving the player a way to eliminate the "unfun" without leaving the zone / logging in to another server. Until you do that, PvP will never retain the population necessary to remain a viable part of the game.

    This was a well thought-out post. In this game, it's not really the one bad player that sours PvP, that I can handle, it's the roving gank-sqauds that ruin it. They roll through the zones slaughtering anyone they see as an easy target, while scolding you for not having the forethought to bring an entire team with you. I had suggested a while back that your stats should increase based on the number number of opponents you are fighting at one time. What would also work is simply making it clear that PvP is a team sport. A big sign that states that you will be attacked by unequal numbers upon entering, but I think both ideas would have the opposite effect of repelling PvP-curious players.
  20. I would give up the notion of PvP forever if we could have NPC costumed heroes and villains with better AIs that could fight like players.
  21. Anti_Proton

    My wishlist

    I think Independence Port would be a perfect place for a bus or taxi system for getting quickly up and down the zone.
  22. Anti_Proton

    Swinglines!

    Quote:
    Originally Posted by Techbot Alpha View Post
    and this engine is pretty damn old

    And here we come full-circle. This is the limitation of any "really" new features.
  23. Buses and taxis that pickup and drop off NCPs.
  24. Quote:
    Originally Posted by Lothic View Post
    I'm not necessarily against the idea of this game looking as super-cool as possible using Tessellation or any other bleeding-edge graphics tech. But game development is always a process of compromise and priorities. If our Devs focused on trying to get this game looking as up-to-date as possible they would almost necessarily have to sacrifice in other areas. If I had the choice between this game looking like it was made yesterday with the very latest techniques or a game that looks like it was made a few years ago but had twice as much game content to play with I'd always go for the latter.
    I think your making an artificial choice. Why must it be either or? Eventually we will need to make the game more visually appealing or run the risk of looking dated in comparison to the competition and lets be honest, game-play doesn't mean squat until you buy the game. Old looking content, even a lot of it, isn't gonna draw in new players, that's why Going Rogue is being used as the front-face for the game.
  25. And lets not forget the "inhumanly" thin neck.