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Posts
2009 -
Joined
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Quote:It is StJAre we seriously going to keep calling this StJ so it's harder to type? Are we worried about that SJ might be confusing with Super Jump? Because that didn't stop the Architect being called MA and being horribly confusing with Martial Arts.
Or can we instead just cry for justice?
It looks too cool not to be. -
I watched my DVR of this last night.
Nice potential. Main plot hooks identified. Characters more than cardboard. TV special effects above average. I remain optimistic.
The extra child question bugged me, too.
the scale and support of the Tera Nova project seemed... off to me. Where was the heavy construction equipment, the armies of engineers and construction workers, just the sense of scale that would be pouring through a real gate/escape in that scenario. And you know the gov't would have had a nice healthy presence rather than a single man running things. I set these questions aside for now, but they all occurred to me while watching. -
On the pen&paper side, I have always liked the systems that pair mutable and immutable aspects to measure how well you can do things. Granted, rarely are these truly immutable - so call it attribute/skill pairing.
At setup you assign your attribute and skill starting points @ creation.
Skills would be wielding the hammer, shooting a gun, scavenging, etc. Earned points in play would allow improving existing skills, or selecting new ones.
Attributes being things like strength, agility, wisdom, etc. Earned points later cost more to increase attributes, making changing these more difficult.
OK, having level set my preferred approach - probably essentially bucketed in the XP-Skill category RemusShepherd mentioned, and maybe not that far from SuperOz's comments.
(Incidentally I have drafted something based on this approach on my desktop for a tabletop superhero miniatures skirmish game...)
Archetypes/Class is how some of the balancing questions could be tackled - they could be as loose as defining base starting skills and suggested attributes that you then can modifiy before starting, or perhaps only certain specialized skills are restricted to certain archetypes (which you could say was based on background/training pre-zombie-OMGalyspe, such as military, police, scientist, etc.)
Zombies as an archetype would then enter in... starting points focused on constitution/resistance to be insanely durable compared to a human and earned points to work a different skill tree - movement speed, etc.
To the question of balance, though... in tabletop work what I've done before is define to units/figures exactly the same, then give each one different power and play out the results - scored the result and cost them accordingly when you finish your combinations. There has to be a better way for computer game/testing/modeling, but you would need to work out that x-point increase in zombie speed provides y improvement in zombie survivability. In a team/buff environment that gets wonky - which I seem to recall the CoX devs discussing before.
Frankly, I'd probably make a zombie player an MM-style AT... to convert and absorb humans into their 'character'. Each individual zombie less than a human but get several of them together... Lose a couple, gain a few, lose a couple, gain a few...
((I think I'll quit rambling now. I hope on the whole it added to the discussion.)) -
I would have probably used a light-hearted comment to draw them in when I first saw the make-up, "This should fun 4 [wonderful buffs] at once! yay!" Or something along those lines - reminds some players of their tools, establishes your expectations, and sets yourself up as an enthusiastic team mate. Then if the going gets... rough... you can ask questions or provide guidance without ruffling feathers quite as much.
Another option would have been to ask what the plan was at the first encounter - of the leader and/or team. Were they expecting you to tank - at low levels it isn't always fun to tank as a tank, let alone a scrapper. Or did they grab you purely for DPS? A quick question would have helped delineate the rolls.
That all said, you probably didn't do anything 'wrong', but I doubt I would have just bailed without speaking up. At worst you tick some ppl off that think they know what they're doing. At best, you help teach a new player, or a player with a new AT/powerset, what works. Or maybe even learn something yourself.
106% agree. -
My biggest disappointment in what I consider to be a great, great zone is that if you were (or still are) a Praetorian the FW contacts - including ones you have met and interacted with just a couple of levels ago - have no idea who you are or that you are any different than that Primal schlub that just ran by.
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I for one am loving the game play improvements and faster loading I am experiencing after some of the recent efforts.
I laud what they are doing, and if I have to put up with a couple more intervals of interrupted playtime so things continue to get better, I say "hooray!". -
I had the same thought over the weekend when I found that a character I was on that I thought was mutation couldn't buy a mutatation IO and I was so confused. My costume and concept has nothing to do with technology - not sure what I was thinking.....
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Quote:So true. And they were soooo frustrating - at least for me when I didn't understand what the incarnate slots were going to be providing in real benefits.While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
I for one anticipate a new currency, or the next slots shifting back to using shards - but at a much higher cost than Alpha. -
Quote:And in the recent ustream, when asked about whether there would be a new currency:
Posi: "That is going to depend on how much you guys are currently banking the old currency."
edit: new and improved posted with link - well down the page but the link should highlight the appearance of the word currency for you -
Quote:AFAIK, high level resistance have always had a confusion aura.All Resistance members, Minion and upwards, all have the Mind-washed Confusion effect from the BAF iTrial.
As if that wasn't bugged enough, where the hell do these guys get off having stealth that they can attack you from without revealing themselves? NO other mob in the game does that! That's not a challenge, that's 'have a power with +Perc or tons of yellows or get ready for an exercise in frustration'.
Just gives me another reason to hate iTrials; they break bloody normal content too!
I distinctly remember getting affected by it in non-BAF missions before. -
Quote:That is a precise and reasonable summary of villain/loyalist character issues with the primary storyline.Villains/loyalists have motivation problems with the FW storyline, as it assumes that players want to help people for the sake of helping them, that nobody supports Tyrant, and that everyone's cool with hanging out with the Resistance and their allies, and trying to solve their infighting problems.
Hey, wait! Who are you, and what have you done with Golden Girl?
(oh, and I also love FW.) -
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Quote:Everyone of my characters has a perfectly valid sub-20 build... because I played them at that level on the way up.I can't express how sad this made me.
I will just read the summaries on the wiki rather than slog thru even 1 mission of level 20 content on my mains.
I don't think in 5 years I have even met someone that had an exempt build for down to level 20.
Nothing says fun like having to go turn your diff down to go play what is meant to be a bonus for being a subscriber.
Exemping is harmless.
Different then when I'm at 50+? Sure.
Aches and pains enough to keep me away from cool content and rewards. Absolutely NOT. -
Quote:And I was trying to understand if that was necessarily true.In order to be persistent, the gameworld must maintain continuity. It's definitional.
It may be a difference in definitions, which you hinted at earlier, but subsequent posts have summed up the answer, I think. -
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OK,... So, by implication, being 'persistent' MMOs are prevented from anthology story telling?
My experience with other MMOs is nearly non-existent, but I would think some of the recent, though limited, phasing implementations with Co* would indicate that may not be set in stone.
Thinking out loud, for what may constitute an anthology experience:
What if your 'souvenir' or 'badge' history (using some common existing labels) built up to define the results of your arc play... Similar to how a lot of single player RPG games work now? It would need to phase teams to 'your' setting if you were the leader. It would end up having intensive system requirements I imagine as thousands of players ran in the same environment phased to different conditions... Assuming infinite server power, it would be a pretty cool and nuanced experience.
Or server events that changed the 'world', changed the entire server... so the canon on Justice ended up presenting a different baseline than Virtue or Champion... invasion successes or failures, for instance. Or a failed trial to save the faultline damn, or the Eden trial that doesn't succeed and the DE take over... or a later trial that restores it for a period of time (a la RV, in a way I suppose just PvE...)
But I guess even those scenarios would come back to canon in a way, there would need to be a foundation for even the allowed flexible portions to rest upon. Because canon would still need to define what was mutable and immutable... and there would remain a limited range of mutability... -
Quote:Is that a fundamental MMO question?That's where I disagree with Positron. That's what canon is *supposed* to do: its *supposed* to stifle writers so they don't go flying off and writing whatever they want. If you don't want to stifle writers, you don't have continuity, you have an anthology.
Is an MMO better suited solely as anthology or continuity based content? -
Quote:My understanding was that it was per arc, but I didn't pay much attention since I don't plan for my sub status to change. I think that the charge is as much for the reward as it is for the length of the arc, in that regard.Perhaps when all the arcs will be available... I agree it's not worth $5 on its own. However, when later arcs come out, will the first ones still be available to premiums? Like, if a Premium players waits until 1.7, can he or she then run all arcs 1.1 through 1.7 in one month on one $5? The difference being of course that VIPs get to run them as soon as they come out.
Just thinking out loud here, not sure how the pay per arc will work. -
Quote:Have you gotten more than 2 of the same reward on one character?Currently, none of the rewards in the SSAs are time-gated. There are two rewards in particular that I suspect you do not want to be available every 10 mins.
My suggestion is that you fix this one TODAY. Or at the very least tell folks what you consider as taking advantage of an exploit with regards to this.
My understanding, perhaps flawed, was that you had the reward table for your 'first time' and then the reward table normally - gated once a week - after that. So you could earn two this week, and one in subsequent weeks.
If you are getting 3+ then I do not think it is WAI. -
There is indeed a mixed bag of degenerates, heroes, and scoundrels wandering around Paragon City.
But, it appears you are going to fit in nicely.
Welcome, Rapthorne! -
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Played through both arcs vill and hero last night: solo exed-down and on a new character at the right level range, both squishie corrs. Then on a team with my namesake blaster. Tons of fun. I heartily approve and look forward to more of the story.
Quote:True. I managed to range ahead and get the glowies to kill the ambushes once, but ended up using the same tactic you did on my second run. When I did it with a team, part of the team held the ambushes back and part moved ahead and cleared glowies. It was hectic, but a fun challenge.2nd mish: Ugh, more Praetorian-style multiple ambushes. Took out the first two ambushes, ran out of end on the 3rd wave and died, used a wakie but got taken out straight away by the 4th wave arriving, so then I just alt-tabbed out while the timer ran down before using my final wakie. These sorts of things aren't challenging, they're just frustrating, especially on low-level toons with limited inspiration capacity.
Solo, in what is called a TF up front I decided that I can understand the stress, but I would hope it could scale a little smoother. (Nice, opportunity for a stalker maybe?)
{soapbox}
Since the opinions have gotten so vociferous in some cases, I admit that
I didn't understand the exemp angst when the thread started. I read the comments and discussion on that point here. I accepted it as a difference in play choices - there's plenty of those.
Logged in last night and read the global discussions about disliking exemping... and pretty much loved the counter points I read poking the anti-exempers.
I am sorry that some people seem to get so annoyed by it, but it seems a minor thing to me. Don't like it, don't do it. Just like I skip pvp and avoid the AE these days.{/soapbox} -
Quote:Yeah, just ran on a hero and discovered where I'd missed opportunities to get the badge progressing on my vill.Not sure if it awards hero-only, but it does progress while a villain.
[ as a sidenote, now, I've run through the first mission 5 times to check... sucks trying to take out the boss as a MM]
Thanks for the help.