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Posts
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Joined
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Quote:Under your system as listed in the OP, my highest Blaster would effectively become a tank, because Lethal damage is the most common type, and he tends to, you know, stay at range thanks to Boost Range.
it shouldn't make squishies tank
20% is also not a "small" bonus. -
Quote:I'd say the disconnect is the notion that risk is not part of the equation - people breaking encounters to minimize or negate the risk of defeat (as opposed to the risk inherent in completing the encounter as designed; doing things like getting out of the way of whats-his-name's AE is not an exploit, because that's an intentional part of the encounter) is often considered an exploit, as well.Baloney. I have never heard the word "exploit" used to describe innovative problem solving unless it gave unexpectedly large rewards. That includes completing an encounter in unexpectedly short time. I am not seeing any indication that that is the case in this scenario. If someone is willing to show otherwise, then I will accept the categorization of this as an exploit fix.
Otherwise, calling this an exploit is a ludicrous twisting of the meaning of the word.
Cities players just aren't used to that half of the equation because most characters snap the game in two far enough that "risk of defeat" is a dirty word.(This probably comes off a lot harsher than I intend, but I don't quite know how to put it so that it's clear without seeming like an insult. My apologies.)
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Quote:That's what the vast majority of developers consider the definition of exploit, actually; what players here consider clever tricks (like pulling Trapdoor out of clone range) would be considered exploits and quickly squashed in other games.
You offered a definition of "exploit" which is "players doing anything to complete a goal that the developers did not explicitly intend". That's an idiotic definition, which gives the developers the shield of "oh, it was an exploit" for any change which herds players down only dev-approved paths to completing a goal. -
I hate to pee on your parade here, but it's been three days. Let the new wear off before you declare it a unilateral success.
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the most difficult to pronounce:
Duh-lahn-TEE-uh. -
Quote:Those two can be filed under Stalker due to the crits they grant, if I recall correctly.
Bane Spider: More stealth and 50% more defense
Widow: More stealth, also offers more suppressable defnese (which isn't that much use) -
If you never want the backpack at all, then turn your Crab build into another Bane.
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It'd also be impossible to balance. Which is why they went with ATs, instead of sticking with the "origins determine your powers" system.
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I expect some raeg on the part of this, but oh well:
Never implemented the Fitness pool.
GDN, ED, purple patch, defense scaling, travel power rebalancing efforts at release.
Made Tier 1 and maybe 2 attacks (not heals, buffs, or anything else) for most ATs cost 0 endurance.
Ensure that PvP has something other than Team Derpmatch (and for that matter, a rewards system) to recommend it before its implementation, along with making sure that all Powersets were at least viable. -
Quote:To YOU.
Honestly, it's just less fun if I go through and hand design my nemesis
To me, it'd be considerably more fun, because I'd be designing my nemeses (assuming decent customization options, etc) around my characters' stories, instead of a script attempting to cobble something together by trial and error.
I, player/writer, am designing it, not the character. -
Whatever suits the character.
For Seth, it's the power to take on the pain of others - for Phaele, it's the power to soothe the heart and body.
Same set, different interpretation. -
It's not too difficult. Fund enough alts and be disinterested enough in shoving things onto the market and you'll eventually chew through the surplus, even if you were around pre-Inventions.
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Epic ATs - 0.
Patron pools - 0.
Ancillary pools - 4.
Power pools - 4. -
Because the universe and characters the collective (myself and Vixen) has constructed would be extremely difficult to transplant elsewhere.
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Quote:It was, for an MMO, in my opinion. Open beta, lot of word of mouth, there was a decent amount of positive curiosity, then.. release.
If it had been properly marketed 6 -7 years ago
The problem is less that one other game had a bigger marketing engine mostly fueled by players, and more that a lot of people played Cities and either found it grindy or pathetically easy to break. And that's what they say whenever it's brought up.
Every time I see Cities come up in forums that are not this one, the thread has a few people saying "Yeah, I played that. If you can stand the multi-character grind because there's a distinct lack of endgame, it's all right." (yes, yes, alts are the end game for us, the die-hard fans, but that's not relevant to the people in question because that's what they aren't), and a few stories about how they managed to build a character that nothing posed a challenge to, became bored, and put it up.
And then you have people bringing in the old saws about the GDN and ED, because they're still bitter, and MMO players are notoriously gun-shy of anything that might theoretically reduce their power, which gets the players envisioning a dev team that will cripple anything that gets on their bad side.
A particularly memorable incident I saw was one person, about a week after launch (I0), saying "I ground to 40 in a couple days. Easy game, not much to do except the grind."
*shrug* Yes, they hadn't done any story arcs, any indoor missions, fought any AVs but.. story wasn't particularly important to that person anyway.
From where I sit, it seems less marketing and more word of mouth. -
I did part of a Calculus exam.
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My characters are arranged mostly by their interconnection, along with their place in plot arcs - characters whose storylines are closely intertwined are next to each other. The Dawnites are generally on one page, the Twilighters on another, and the Midnighters get their little corner.
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I think implementing Willpower, Invuln, and SR blasters would roughly as silly as allowing Defenders to self-buff, and that it will likely be a cold day in Hell before the devs have suffered sufficient brain damage to allow it.
It's been said before, and no I can't find the source, that buffs are allowed to be as ridiculous as they are mostly because they cannot be applied to self.
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In fact, go ahead and push for this. It may allow buff/debuff to be brought back down to the land of sanity without causing raeg the likes of which big G has never seen. -
Dal: "If I ever get out of here, I'm dragging the entire pantheon with me."
Me: "Even the parts that would.."
Dal: "Them too. You should have to suffer through this hell. I may even see if I can have you Shattered."
Me: "...Look I"
Dal: "Don't care."
Posikhan: "I told you so."
Dal: "Shut up." -
If I recall correctly, RPD is the lion's share of Invuln's Defense Debuff resistance. Considering that the Defense part of Invuln's mitigation is non-trivial, I'd find it silly to skip it.
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The tutorial does need the same big red "This mission can only be completed solo" warning as the rest of the Praetorian solo-only missions. You would be surprised how frustrated a permanent duo can get when it's not informed it needs to work on its own.
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I could go into why I hold RPGnet in considerably lower esteem than most, but let's be honest here: it's not worth the effort.
Their biases are well-known to anyone who cares to look, and it's better to take them with a grain of salt rather than as gospel. -
Castle is correct here. Being aware of the GM's intent for the campaign is going to help considerably more than anything else.
If the GM is going to hand-tailor the campaign to the characters' backgrounds, then yes, the players are highly likely to write detailed, intricate backgrounds that are going to be useful to the GM.
If the GM is going to focus at first on establishing the group and camaraderie, you're likely to establish a background in broad strokes and let the rest work itself out.
Not knowing what the GM intends is probably going to be frustrating for the players, as well - bringing a combat-oriented character whose abilities are most useful manipulating a battlefield to a campaign where combat is handwaved without any actual notion of placement or strategy is going to piss someone off.
I'm not a big fan of attempting to use the carrot and stick method of encouraging the players to roleplay. It often winds up with players trying to munchkin their interactions, and sometimes even drives other players out of the game because one is demanding the spotlight as much as possible. -
'tis more about facetime and interest than game system whether one becomes invested in a character.
I can name more than a few D&D characters that I miss playing.