-
Posts
1706 -
Joined
-
Hmm... War Witch Task Force?
They don't have one "in the works" yet?
Well, it won't be "official" content, but why browbeat the whole dev team into doing something when you could just browbeat one?
Harass Dr. Aeon until he does a "Devs' Choice" contest for the "War Witch Task Force." If you can't get an "official" task force in a timely manner, you could have 20-30 unofficial ones instead! -
-
Quote:Yep, written by our illustrious member Unsub.Found this interesting article regarding the subs for CoX.
http://unsubject.wordpress.com/2010/...v-have-anyway/ -
-
Quote:I don't know. There are very few foes that have things like autohit burn patches and the like- masterminds can practically pick their missions to avoid them most of the time. The omission of that hero-side hardly turns them godlike.Nah. the nemesis/council/malta/etc AoE's can whiff. And if they can whiff, trust me, they will.
*Pats forcefielded pets contentedly*
Many of the 'strongest' mastermind sets have high -tohit or +defense, which with some maneuvers and pet +def/+res IO's make the pets able to shrug off a lot of the AoE's you'll encounter. But the autohit burn patches? It's all a matter of time. You will be having BBQ'd minions.
And just because you can mitigate the issues of a weakness, that's still a vulnerability you have to address tactically- a vulnerability that other Archetypes don't share.
I think MM's will do nicely heroside, I just don't see them doing significantly better than any of the other archetypes that are doing nicely heroside... particularly not enough to call them gods. -
Quote:Question: What's special about Legacy Chain & Wyvern regarding masterminds? I usually sweep right through these guys. yeah, there's a few cone and AOE attacks, but they're so infrequent I never would have thought them very special, particularly at the low-mid level ranges you're saying are particularly juicy targets heroside. I must be missing something because I'd put them with the others you casually discount (freakshow, council, and sky raiders)...This just my opinion & was formed last night, when friends & I where just talking bout G.R. & classes both sides, this came up.
There is nothing there honestly on blueside that scares em(while on red, there are things that give em pause & rethink strategies at times or on the fly).
Redside stuff that can/could decimate MM fairly fast.
Scrapyarders
Longbow
Arachnos
Wyvern
Legacy Chain
Wailers(if your not good defense capped for pets)
are some the mobs friends & I where discussing that they wont face Blueside(Well you can avoid Arachnos if you skip most paper mishes or last half of Faultline)
What do they have to worry about low-mid lvl range?
Skulls? Hellions(well boss ones are always nasty), Outcasts? Trolls? As they work up, Freakshow & Council & Sky Raiders, again not much of a challenge for someone who knows how to play MMs. Both sides face CoT, Malta, Knives so can't really use that for high end, by that time experienced redside MMs, know how to handle those guys.
Should be interesting.
JJ
At first glance, the low level heroside does have the Vaz. It also has more lost- with anathema mezzes appearing before most sets would have their mezz protection out there. Of course, the very low levels aren't that relevant, as we're essentially talking about a time when the mm has a mere 1-2 pets....
You're right that heroside doesn't use many area attacks like the demolitionist's, but masterminds might find other foes a challenge.
1) You don't have to fight a WHOLE lot of Council villainside while leveling up, compared to hero-side. In the mid-level range you mention, you'll be visiting Striga Isle. The "mix" of spawns is different there, and foes like the "War Wolves" -- appearing in large packs, with very heavy burst damage (mm pets fall faster to high burst dmg) and a tendency to run all over creation can make a MM's task harder. Add in the sonic-powered council members in later arcs there, and the fact that the low-burst-damage of MM pets almost guarantees that they'll trigger the Ascendants' Shield protection... dragging out fights.
2) You have Croatoa in that mid-range.
- Fir Bolg have some aoe's that might not rival demolitionists' in potency, but may exceed them in frequency. Fighting them in small halloween spawns is different than fighting them in notable numbers, so they might offer some tactical rethinking.
- Tuatha have pbaoe knockback, quicksand, AOE's and Fault... all the kinds of AOE movement-sensitive attacks that can reduce an AI-controlled pet's performance. Granted, the villains have been able to experience them (to some degree) during the winter event.
- The coven-- well, there's knockback pets in there that can do a number on your team... and they do tend to run (fly) a lot, so pet awareness will be critical lest you gather multiple spawns.
- Red Caps- I've seen many a mastermind let his pets go out of control in that winter cave's main room, to dire consequences. It isn't just the map. Red cap's high burst damage can bring a MM pet down fast, their tendency to move- and move fast- can make situational awareness challenging- and the MM Pets' tendency to do frequent bursts of light damage instead of fewer solid heavy hits almost guarantees that some of the red caps will get a chance to transform into their bigger cousin.
Again, none of those are anything a competent mastermind couldn't deal with, but many other archetypes could manage them BETTER and more effectively. Being just competent doesn't make you a god.
3) After that... well, you're mid-30's now. You'll be facing the vast amount of AOE attacks from Nemesis pretty soon (and ordering your men clear of the AOE self-destructs) along with the aoe-drain of the carnival. Again, both manageable, but again, you're more vulnerable than most other AT's to those things, so again. A good MM might be able to manage them, but a good non-MM could manage them BETTER.
That's a big difference. -
Quote:When you have a new set- one that we haven't learned the "ins and outs" of... yet - and particularly if we have preconceived expectation for how an archetype is played- knowing it's numerically "not the worst" helps a LOT."Not the Worst" isn't exactly a ringing endorsement.
Not that I know one way or another, I'm just here for the free weekend.
If you're sucking playing a set, there are two possibilities-- either the set is inherently flawed or you haven't found the tactics that make it function better.
If there are other sets that are numerically WORSE, then you know that the problem isn't ENTIRELY within the set. Your tactics probably need some worse. If you hear others citing how strong the set is for THEM, then there may really be tactics that make the set shine (of course, it could also be that those people have different priorities, too) -
Quote:Regarding QQ:I always thought it came from some competitive game(s) where pressing Alt followed by QQ closed the program. So if some one was upset at losing, they'd press alt+QQ to automatically exit, maybe skipping a "Soandso has left the game" message or some thing. Basically a whiny/rage quit.
So it turned into a derogatory way to say some one is being whiny. But I could be wrong.
While Urban Dictionary does suggest this origin, that's likely because that's where most people probably first discovered it. Those users there attribute it to Warcraft II's introduction of the keyboard command. That would've been 1995. I pretty sure that QQ... or more accurately, Q.Q was used on IRC and MUDS while I was still in the service (I got out in '94).
Back then, crying was usually represented with variations of the semicolon or T. ( ;_; ;.; T_T T-T ) As effective as they were, they were often associated with the silent-crying (the line and dot suggested a closed mouth while the semicolon dots and tops of the T's suggested squinty eyes).
When you wanted rage-or-shock-filled anger- the kind of thing that would lead to rage-quitting, you needed to communicate that rage. There were a couple of options- an open mouth ( ;o; , ToT ) had some advocates for the really "wailing cry" but many others... what seemed the majority in my crowd, seemed to gravitate to the "Wild eyed, with tears" looks of "Q.Q". This was almost always done in mockery of the person- you'd rarely, if ever, use it to describe yourself, but you'd use it to suggest how someone else reacted to something.
It might have been pure coincidence, but I like the idea that the Blizzard dev coming up with the keyboard commands saw the intuitive nature of the "q for quit" and made it closer to the ascii emote... a way to discreetly make the rage-quitter admit to his own emotions.
--------------------------------------
Regarding Dual Pistols
Are pistols the "worst"? Absolutely not.
Not by the numbers, not by the feel.
Are they the "best"? Absolutely not.
Nor should they. If every new powerset made the other powersets obsolete, they'd be bad for the game. You want to add to the options in the game, not subtract from them.
There are several "goals" to make that possible, two that are relevant to this conversation:
1) It fits within reasonable "low-average" with just casual, non-optimized play.
2) It should offer a slightly different kind of tactic, which, if adopted and mastered, will give high-average performance.
There are some people out there that play every blaster set like "just another blaster set" and miss out on the nuances of each. They've see the one or two sets that fit their playstyle as "clearly superior" and expect every new set to be introduced to, if anything, fit that playstyle even better. They'll see the set as under-performing. They'll probably Q.Q over this set- particularly if they feel betrayed by the hype.
Then there are those that take up the challenge of adjusting their tactics to get the most out of it. It very well *may be* that even with these adjustments the set still will not "shine enough," but they're reserving judgement until they REALLY get to weigh the options and push the envelope. True tactical optimization is more than the obvious "without aim, you gotta do this" or "use ammo X against foe Y."
True tactical optimization takes time to be discovered, debated, modified and retested. If that kind of exploration isn't for you, wait a few months until it's all distilled down into a "FOTM guide to maxing out Dual Pistols." You'll know it when it's out- people will be quoting it as they QQ that they shouldn't have to change their tactics to get the most out of a set. -
Quote:Humm... good question...
War Witch (for obvious reasons),
Back Alley Brawler,
Niviene,
The Ocho...
I'm kind of at a loss for the last 2. Do Sexy Jay and Pohsyb have in-game characters ?
hmm...
Well, barring those, we know Castle's got an in-game character.... and Dr Aeon's been a lot more active lately... though that'd mean bring up the Aeon / TV war....
Ok, still got the demorecords from my character poses... just need demos of Niviene & The Ocho to put my evil plan in motion..... CoH: Forum Edition. -
Quote:For me? I'm not "anti-end-game" in the sense of "don't put this in or I'll throw a fit." It's more of "don't make the mistake of thinking this is in MY interest."Then I'm lost..you are anti end game content because you don't care for the end game? That doesn't mean it's not going to be made or even shouldn't be made. This game has several fronts and each one gets attention from time to time.
How does a new endgame prevent you from enjoying the new starter area or any of the current midgame events?
That's important for two reasons.
1) This IS a multifaceted game with plenty to do. Some of the things to do are very popular to a broad base, some appeal to niches. A dev has to decide where to spend the money and, more importantly, HOW MUCH.
Sometimes, even if something is underused, it's worth dumping a ton of cash on it trying to 'turn it around.' Sometimes, however, especially with limited resources, it's best to focus on the things that will draw the most interest in the most players.
I'm not saying "don't develop it." Even if I wanted to, I don't have access to the devs' budget. The best I can do is help them better identify how many people ARE interested in this... and I do this by saying that I'm NOT interested.
Heck, I'm not the selfish type that says "don't spend MY money making someone else happy." I've been very supportive of previous releases that had absolutely nothing of interest to me. Everyone needs SOME love. Voicing our opposition is just making sure that they don't mistake the breadth of the appeal.
(For me, "Ultra mode" is a bit like this- I expected to be in a very small minority in NOT having an ultra-mode-capable PC. I was amazed by the large number of people that shared my situation. If I'd been a dev, I'd have totally overestimated the breadth of the mode's appeal and overspent on this particular feature)
2) By explaining the problems we have with late-game content, we might be able to inspire some of the development effort to "ease" these barriers- much like those fears expressed by the anti-market / anti-loot crowd stressed to the devs the importance of NOT falling into the design traps of other MMO's market/loot structure.
As an example, "High Level" doesn't have to equate to cosmic-level stories. By raising such concerns early (while the ideas are still flowing at early levels and pointing out that as Batman tales remains predominantly non-cosmic despite being so powerful, we might POSSIBLY stress the merit of a few high-level (endgame?) arcs that are NOT particularly associated with extra dimensions, time travel, or space, but STILL feels natural to the veteran hero.
Thus, the devs have a chance to alleviate our fears, attract people that are normally a little opposed to the "generic" idea, and perhaps, now that it appeals to a broader audience, justify more funds in that direction. -
Quote:We DO turn off XP / start a new character / do something else.If you don't want to get your hero too powerful you can always turn of EXP because you've reached the characters end line. Then you can keep playing with your finished character and still enjoy the game.
I think this whole tangent got started (or was it another thread) when people (like me) just tried to explain WHY they didn't see the need or interest to "race to 50" and so had little-to-no interest in "endgame material."
Me? I have three level 50's in over 5 years of play. Two of them wouldn't have gotten that far except I wanted to check out the epic AT's. Occasionally, I'm tempted to delete and reroll one of those three just to get her back to the right "feel." The other two are virtually retired- they might've gotten 20 minutes' play in the past year. -
Quote:"Cosmic-Powered" doesn't have to mean originating from space- it's more a "Level of power" that's encountered than an origin. The term, among comic-users, usually refers to the stories & characters that rise to levels that bring the rest of humanity to insignificance- Galactus, the Watcher, the Phoenix Force, events that deal with the fates of metaverses or whole alternat dimensions, and the types of characters that regularly interact with them.all those guys have faced cosmic level battles though I provide examples
Batman JLA:The tower of Babel<>
This compelling story examines the depths of Batman's paranoia, but also shows admiration for his forethought. Even the JLA, embittered by this betrayal, recognize that perhaps someone should have a contingency plan in case the League becomes mind-controlled or are otherwise in need of incapacitation. But that still doesn't forgive Batman's deception. And here you thought Identity Crisis was the beginning of the end for the JLA.
Spider-man The venom Saga<>
Venom is a threat from outher space and fuses with other being if that isn't cosmic I don't know what is.
Daredevil <> He fights hitler while not cosmic defiantly not anything even close to SK stuff
Beast is part of the X-men and took part in the phonix saga pretty epic/cosmic if you ask me
Nightcrawler same story as Beast see above picture
Black Canary I can't say I have ever heard of.
Hawkman well if you know his story nuff said their are many incantion of him, but him and his lover will be togther threw all eternit pretty cosmic I think.
Good enough?
There's a big difference between occasional cosmic-level encounters and being cosmic-centric. Virtually every Marvel hero, for better or worse, seems to have faced Galactus at least once, it seems. Doesn't mean they're "cosmic powered"...
...Also doesn't mean that the crossover was a particularly good idea.
In fact, in most cases the stories eventually REVERT back to the core theme of the comic. This suggests that the authors knew it wasn't sustainable at that level. The X-men come back to earth and for the next 30 issues the writers to their best to make virtually no reference to that battle... after every DC "Crisis Infinitum" we see most heroes at a granular street level that seems to take pains NOT to mention the multiverse...
There are many heroes that are defined by their setting- the extended "Batman" family that's well-defined in fighting the threats of Gotham, for example. They may occasionally be yanked into the cosmic theme (often painfully and poorly done) but they inevitably go back to the character-defining settings they came from.
That's very different from characters that, at their core, are very "cosmic" in nature and are established with a cosmic environment surrounding them.
That's what CoH can't easily capture. A good comic character is defined as much by his setting as by his powers. You can occasionally pull him out of that setting for an interesting character piece (and to sell more comics), but the iconic character is defined best in that iconic setting, and almost always returns to it and the stories it fosters. Here, we seem to progress through all these settings, eventually putting them behind us, never to return.
Now, I'm perfectly fine with being selective in which of my characters' stories are "canon" with what *I* see my character doing. Heck, to be honest, very few of the game's stories have any relevance to how I see my characters' narratives, but the overall gameplay experience does establish a theme, and at some point, too many of the stories become TOO "cosmic" to me.... too different from the world that defines my character.
Fortunately, for me, Alts and AE can help fill the gap for me. -
Hmm... don't have good enough renders to do anything more than forum banner-sized images, but... as a sidenote...
If we were to have an "alternate background" for forum devs, who would be the 6 dev/community characters we'd expect to see? -
Quote:I'm very close to that sentiment, though I don't play characters to 50.... refuse to see 50 as any sort of achievement. My characters often stall out when they feel sufficiently "fleshed out" and further power-development actually detracts from my characters' concepts.I'd go so far as to say that I'm opposed to new endgame content, not merely indifferent.
See, I personally enjoy the narrative of heroes that aren't so... well, cosmic-powered, I guess, is the term. When you get so damn powerful that you're hopping dimensions, battling giant world-devourers, and singlehandedly stopping alien invaders... well, that's beyond where I want my characters to be.
Long before I get to level 50, most of my characters feel pretty darn well-established for how I see them, and it almost seems like they start to lose their identity when I try to force them farther on and into stories that really don't fit their concept at all -
I've always been one that found the "unique name" idea an annoying artifact- something that made very little sense in ANY game, but was a somewhat necessary artifact of the technology. Because of that, I've never considered someone to have a "right" to park a name and claim it as his own.
It's one reason why I found it refreshing that developers have shown some effort at breaking this barrier. I didn't like the "shared lastname" solution in TR, and only tolerated Champions' after the global was hidden by default (no hide? I prefer my alts to have some anonymity sometimes!)... but I've heard several other techniques that all held some merit, as well as drawbacks:
--
One Idea I heard was fairly simple and transparent to the user. Essentially:
Allow as many instances of a name you wish. No global, nothing tying them to another character. Everything's transparent. You do see, either by icon or color, whether this person is in your friend / guild / team list.
Now, for the specifics, which can be more-or-less transparent:
- I can send a tell to a specific person by specifying whichever list(samuel_tow.guild will go to the samuel_tow in my guild list, samuel_tow.team will always go to my current team's samuel_tow, samuel_tow.lbx would send it to the most recent samuel_tow active on the lbx chat channel). Note that this sometimes may be the same person (the samuel_tow of my guild is posting on LBX). That doesn't matter. The designation is just used so the client can match the (hidden) unique ID of the user. The same person gets the message either way.
- There's always the chance that you'll have more than one of the same name on your friends' list or guild, so every player can give an alias to any character they want. if I knew two "atomic angels" (trust me, one's enough) I could nickname one as "aa" or "double a" or "wftdidyoudowithyourcostumenow" so I could then easily tell them apart.
- If I don't specify a category, if I just send to "samuel_tow" the game decides who gets it based on a simple logical priority of order. You might even have the ability to customize it, but lets assume it does so by "alias/team/friend/guild/proximity/recentchatactivity."
In other words, if I don't specify which "samuel_tow," but I have a "samuel_tow" as an alias, and he's online, he gets it. If he isn't, it goes down the list, first checking if sam's on my team (and online) or a friend (and online) or a guild (and online) or there's a samuel_tow nearby... or in a chat channel I subscribe to... until it finds one. All this is transparent to the user (though it could, if needed, add the actual designation used as a mouse-over in chat, so if I think there may be a mistake, I could find out where the message went).
--
While all the details might sound complicated, this is essentially what we do everyday in real life. When I worked in a place with several "Daves" sometimes we used aliases ( "jean's dave" (his wife worked with us) or the lastname, or a nickname ). Sometimes we used proximity for the same person (if we were working directly with Dave, it was easy enough to assume that it's THAT Dave we were addressing... or if there was only one Dave in the office that day). Sometimes, we used abstract categorization to refer to someone (Dave in Network Services).
It's how we naturally manage it. Maybe we can emulate that well enough today in the tech we have...
...and besides, I'd get a not-so-guilty pleasure out of assigning (and sharing) derogatory aliases to every "wolverine" clone I'd encounter. - I can send a tell to a specific person by specifying whichever list(samuel_tow.guild will go to the samuel_tow in my guild list, samuel_tow.team will always go to my current team's samuel_tow, samuel_tow.lbx would send it to the most recent samuel_tow active on the lbx chat channel). Note that this sometimes may be the same person (the samuel_tow of my guild is posting on LBX). That doesn't matter. The designation is just used so the client can match the (hidden) unique ID of the user. The same person gets the message either way.
-
Quote:Before I found that "uncheck" option, I did dislike the @ for aesthetic purposes (not as much as I disliked the readability of the font they chose to use, in keeping with the "comic book" theme).All you do in CO for this is uncheck a checkbox not to show the "@GlobalName".. thought that was what everyone does there. Things look exactly as they do here in CoH.
They should go to this model so you can use any name I believe...and just set your own UI as you wish things to be seen.
But I really did like the overall solution, and was mildly surprised at how well it worked- particularly with the @ removed. Even at peak load, I didn't encounter any issues with duplicate names used in the same zone or channel unless they were intentional, and even then, it was relatively easy to tell them apart.
Overall, it caused less confusion than working in an office that had 6 "Daves" all within shouting distance of one another and substantially reduced the time I spent cursing at the character creator (which is rather remarkable, since the quirks of their "improved" creator had substantially INCREASED the time spent cursing during the costume-creation phase) -
WhoHuhWha?
(sigh)
.... another monthlong work crisis derails another contest entry...
Ah well, another half-finished project to shelve.... I swear, if I ever win the lottery & quit my day job, I've got a backlog of these things that'll last me till retirement age. -
Quote:Well, I understand your lack of enthusiasm, but don't think the game's going to provide anything to make you feel better. No MMO is going to give you enough content itself to keep you satisfied. The cost of development time is too great for even WoW to try it with WoW-level subscriber numbers. They're gonna give you repeatable content... or player-created content, like AE, which you said you hardly need... or social content- where some of those animations that you're "meh" about might add some flavor... or alternate achievements, like badging... another thing you're "meh" about.I'm very much in the "meh" category for most of the issue 17 announcement details.
New badges? Well, I stopped hunting them a good while ago...
New missions are cool. Hopefully they will be across the board, as, quite frankly, I've played through nearly all of the low level content available several times, and it's getting kinda dull now.
Don't really care about stances. Every game I've had them offered in, I normally go for the default one as looking the most "normal"
Barely use AE as it is, but additions. there might be nice, depending on what they are.
Curious to see the UI changes. Will decide for myself if they are "improvements" or not.
But. The thing that's got even a remotly strong reaction out of me is this Epic Archetype at 20 thing. Seems to me that it will be one less reason to get a character to 50. If they're being swapped out for this supposed "end game content", then I can see how some people would consider it a fair swap. I don't. I look at that and see hordes of Uncommon Archetypes (as I shall now call them) swarming everywhere, and few people devoting any real time to getting a character up to 50 except to get mad skillz and uber l33t enhancements to make their mad skillz even more pwn-y.
.. but that's just me
What could the devs have provided that WOULD have gotten you excited?
Personally, even though my epics are unlocked, I'm VERY glad to see the "Epic" archetypes removed from 50, mostly because it IS one less reason to rush to 50. I'm tired of teams that pointlessly race to max-level as fast as they can... mostly because so much flavor is missed in the quest... flavor I miss as well in a race to keep up with them. I do think 30 would be a better threshold... a little more time to work a build, particularly since both epics have some unique build quirks.
---
I'm "meh" because I've been busy and after 5+ years, there's content I still haven't done. Still a Task Force virgin, still have plenty of AE "devs' choice" missions I haven't seen... still only 4 level 50's and maybe a half dozen purple IO's total on all of them. Still more than happy to go online, run a few mishes, and just try to connect with old friends. I really don't need an issue pushed out before GR to keep me interested.
I do have some concernes, though: There seem to be some "stalled" but very promising tech pieces added in previous issues that it just *feels* like there could be more to them. More alternate weapons, anyone? How about mixing in more alternate animations now that we have the tech? Will there ever be another powerset proliferation cycle?
That's what I'm most curious about. -
Quote:You made me reconsider.Perhaps, but Dr Aeon's lies are more pleasing to me than Television's truths.
Television brought us American Idol. There can be no forgiveness.
I'm still witholding my support for Dr. Aeon until my (e)mail-order Doctorate from Aeon University is processed. -
Hmm... VR or TV?
My video-viewing is entirely online, so I pledge my support to whoever first gets Samuraiko's videos streaming through it.
TV- want my support? When I sit beside the slacking Longbow agent in Grandville, I better be able to watch the "City of Heroes -Avatar" video!
Aeon: Give us the ability to link to streaming video 'cutscenes' in the story description or introduction text without popping out of the game. I want to see stuff like the I13 Teasers when I load her arcs. -
Quote:Those would likely be safe... ish.That would be sooooo cool.
What about an inf price then you play the game without gambling? Arcade style games and that sort of stuff.
The key that they're looking for are the RMT investment of cash in and the potential to RMT the winnings back out... particularly with "games of chance" used to determine winnings.
Heck, there was just a recent court case in Korea, where participating in online gambling systems are illegal, where two guys got convicted for RMT'ing an MMO (using antigambling laws). It got overturned because the courts determined that the games were more "skill" than "chance" based. Had that game had traditional "luck" mechanics, the convictions would have likely stood. -
Quote:They probably are flying under the radar right now with it.Fallen Earth has an in-game gambling system active right now iirc. So either they are breaking the law or they've found a loophole / exemption.
One of the reasons Second Life changed THEIR policies on online casinos is that they got big enough to be noticed. -
First, Congrats everyone.
Condolences, too... to War Witch... for when the glow wears off.... -
Quote:It's called an endorsement... letting your influence help another.You can certainly roleplay it that way, but the idea that inf is just a proxy for reputation died a long time ago. I can give a level 1 player who has zero XP 2 billion inf. He can now buy the finest gear in the game, yet has no reputation due to accomplishments. When you do a transaction at Wentworth's, you're paying for an item through an intermediary that then exacts a fee for conducting the transaction. Care to explain how that works as an exchange of reputation?
It's game money, pure and simple.
"Heya Mr Wentworths' guy, remember me? Yeah, *flexes* that was pretty awesome, wasn't it. Look, my good buddy deadbeat..."
"Umm... that's Deadbolt"
"yeah, thats' what I said... redbolt.... Y'see, he's a good friend of mine... has a lot of potential... I think... especially if you could, y'know... lend him a little hand? Y'know, a favor for him is a favor for me! Just... do what ya can?" -
Quote:PP, you and I are in agreement there, but I fear we'd be in the minority.In my imaginary bubble...
I think foes should be your level. Period.
If I am lvl 33 and in Atlas and decide to kill a Hellion, he should turn to me, laugh in my face, pop some sort of pill/suringe and turn into a lvl 33 Hellion. And then he should kick my @$$... and laugh at me.
I say let's apply the "giant monster code" to all baddies in in the "public" zones