DarkGob

Renowned
  • Posts

    4126
  • Joined

  1. "orange" popped up in a few other places too. Perhaps a very oblique hint? Will this finally be the year they introduce the "Rhymes With Orange" villain group?
  2. You should also keep in mind that the 5th anniversary is a week away. Whatever they've got in store for us, they're probably busy with that.
  3. [ QUOTE ]

    As well as if people start a HoF mission, then it should count as a tick for the badge regardless of its status once it's finished.

    [/ QUOTE ]
    I'm pretty sure that's the case. Any changes made to a mission that you've already started don't affect the version of mission you're currently undertaking. The other day I started The Footsteps Initiative when it briefly had HoF status, but by the time I was done it had been knocked back down. I got 1/5 progress for the first badge.
  4. "Cabal" is banned. You can't even refer to a villain group by their name.

    This is really getting ridiculous.
  5. DarkGob

    "Mission Pacing"

    Next to every field is a question mark icon which, if clicked (moused-over? I forget) will pop up a tooltip explaining what that field is meant for.
  6. Anti-Matter is missing -- current theory is that he was left out due to his ability to teleport, although I don't see why that would cause any more of a problem than it does in a regular mission.

    Tyrant is definitely available though, I have him in one of my arcs. Your comment confuses me, Defenestrator, because based on your sig it sounds like you have him in one of your arcs too. Anyway, he's listed under "Tyrant Followers", even though he's alone in that group.
  7. I do think it would only be fair for a GM to e-mail you and inform you that you arc was banned and why. (I assume that they don't do this because otherwise you wouldn't be asking this question.) I'm sure you'd get at least that courtesy if you were generic'd.
  8. They're really going to limit the kind of content we can create if they start blocking the names of their own characters. I can't name even give an ambush the non-visible identifier "Cabal".
  9. *They're long, and even if they're not they feel like they are.
    *They're awful for kill-all missions, as enemies tend to work their way in between cargo containers, making them very difficult to find.
    *Other mission objectives also sometimes spawn in hidden-away locations. They can also spawn on top of cargo containers.
    *They're dull and boring.
  10. DarkGob

    html in MA

    The easiest way to determine if it's valid in a text field is to right-click. If you get a menu full of text formatting options, it's valid. If you just get cut, copy and paste, it's not.
  11. DarkGob

    Pinnacle and I14

    For a while there in Issue 12 it seemed like nobody was doing any 35-50 content that wasn't the ITF. Like others have said, it just needs time to settle down.
  12. DarkGob

    Very linear map

    Can't think of anything more linear than those infernal (lowercase :P) boat maps.
  13. [ QUOTE ]
    I have made a spreadsheet for using with MA, feel free to use it yourself.

    It's very basic, but it will allow you to write text for your arc when you are not actually on CoX, or write into the spreadsheet in case their is a hiccup, such as a crash or accidental block-text delete and you lose a lot of work.

    There is an Excel version and an OpenOffice version. I don't know anything about Macs, but if someone can tell me what file format they use then I'll try to put that up to, if anyone wants it.

    OpenOffice Version

    Excel Version

    Hope it's useful to someone!

    -Tramalian

    [/ QUOTE ]
    Could you possibly upload this somewhere that doesn't require registration or unblocking ad sites? Google Docs would be a good place.
  14. Mission name: The Dimensional Cold War
    Arc ID: 51100
    Morality: Neutral
    Length: Medium
    Description: Cimerora is leaking temporal energy. Is this the result of increased time travel, or something far more sinister? One thing's for sure -- something is rotten in the state of Cimerora. (Contains the expected AV and a custom AV.)
  15. I would still at least switch the Gang War from the minions to the Lts in that first mission. If the arc is meant to be played by a full team, that's gonna be a lot of minions...
  16. Mission name: To Conquer a Thousand Worlds
    Arc ID: 6644
    Morality: Villainous
    Length: Very Long
    Description: "Qubit enlists your aid in using Portal Corp technology to extend itself to infinity. Qubit has promised you a dimensional niche of your own to rule...but can it be trusted? Author's Note: First arc but spent a while on it, let me know what can be fixed."
    What you were drinking when this was created?: Test server juice. It was very...laggy.
    Notes: I just ran this on my DB/WP Brute on Ruthless. First two missions and most of mission 3 went smoothly enough. A custom boss in mission 3, however, is a rather nasty endurance drainer, at least against melee toons. Make sure you die against the boss in mission 4 at least once. Mission 5 may have balance issues regarding allies, particularly against the final boss. Final ticket total: 778, beginning to end. I plan to extend this story into a second arc in the future, expanding on the middle of the story.
  17. Are you kidding?

    The Architect is still doing that thing where if you dare try to use it for too long it sucks up all your memory and you're left staring at a still image. I could barely get out of the editor, I couldn't even quit out of the game. I could barely even end it in the Task Manager! Nothing like that ever happened to me until Open Beta started. Near as I can figure, this is largely due to the fact that the Mission Architect isn't a separate screen like everything else in the game, but rather a resizeable window that hovers over the screen.

    Maybe I'll just edit my arcs by hand in Notepad...
  18. [ QUOTE ]
    [ QUOTE ]
    he and his cronies are definitely absent.

    [/ QUOTE ]I haven't looked, but I played an arc the other day with Tyrant in it. [/quote
    Yeah Tyrant is there, in his own section called Tyrant Followers or something (by himself though, strangely), and you can unlock all the other Praetorians and their minions, but not Anti-Matter.
  19. [ QUOTE ]
    I can't seem to find Anti-Matter anywhere. It might just be me being stupid but i couldnt find him at the ticket vendor or in the list of baddies. Was he added in MA at all?

    [/ QUOTE ]
    Well see, they tried to include him, but since all of the other content in MA is made of matter...

    (Sorry, couldn't resist a physics joke.)

    I noticed this myself, he and his cronies are definitely absent.
  20. [ QUOTE ]
    I get less & less excited for i14 after reading & asking questions. Same goes for bout 15 of us playing currently.

    [/ QUOTE ]
    You shouldn't be. Keep in mind that a lot of things in this thread are bug-related and I14 isn't even live yet. And the Mission Architect is still awesome despite those bugs.
  21. [ QUOTE ]
    [ QUOTE ]
    I don't know how much experience you've had with playing Masterminds, but that's how Mastermind pets summon at high-level. 3 minions at -2, two Lts at -1, one boss at even-level. There's no changing that, it's a basic mechanic of the archetype. Having played two Masterminds to above level 40, I can tell you that pets alone does not a MM make. They also depend quite heavily on their secondaries to keep their pets alive, either through damage mitigation or outright buffing/healing.

    Look at this from the perspective of regular gameplay. You go into a Villainous mission with your Brute and wipe the floor with Longbow/Arachnos/CoT/whoever. It was way too easy and you found it disappointing, so you up your difficulty. Now the MM is spawning at level 52 with level 50 minions, level 51 Lts, and a level 52 boss. Remember that this option is still available to people who play your arc; perhaps you could even suggest that they run it at a higher difficulty.


    [/ QUOTE ]

    Combine that with what Arcanaville said about AV's spawning at the player's lvl regardless of the mish's challenge lvl, and it seems that if I want to maximize dmg, I should probably set them up to be EBs if I want high lvl pets. TY all, been quite helpful.

    Gaheris

    [/ QUOTE ]
    You're actually going to want to set them up as AVs when you create the character, as EBs are (currently at least) being downgraded to pathetically easy Lts on low-difficulty. An AV, however, will be downgraded to an EB.
  22. [ QUOTE ]
    All interesting ideas, I plan to try them

    But what I was getting at, was: Is there any way to raise the lvl of the henchmen that the critter will summon? I made him a Ninja MM, and the henchmen were lvl 48-50, and they were skwishy as hell, really disappointing.

    Strictly looking at the the summoned henchmen, what can I do to make those henchmen higher lvl / tougher / meaner / etc, or is this as good as it's going to get?

    Gaheris

    [/ QUOTE ]
    I don't know how much experience you've had with playing Masterminds, but that's how Mastermind pets summon at high-level. 3 minions at -2, two Lts at -1, one boss at even-level. There's no changing that, it's a basic mechanic of the archetype. Having played two Masterminds to above level 40, I can tell you that pets alone does not a MM make. They also depend quite heavily on their secondaries to keep their pets alive, either through damage mitigation or outright buffing/healing.

    Look at this from the perspective of regular gameplay. You go into a Villainous mission with your Brute and wipe the floor with Longbow/Arachnos/CoT/whoever. It was way too easy and you found it disappointing, so you up your difficulty. Now the MM is spawning at level 52 with level 50 minions, level 51 Lts, and a level 52 boss. Remember that this option is still available to people who play your arc; perhaps you could even suggest that they run it at a higher difficulty.
  23. [ QUOTE ]
    Now I'm wondering if there's anyway to get the henchmen to be harder to defeat? They're easy enough to kill as it is, and I was kinda disappointed in my custom MM's performance. I took my Axe/WP brute and just stood there letting all the pets + AV Ninja MM wail on me, and my health was actually going back *up* (I'd lost some health initially from the mob around the MM AV, but nothing notable at all from the MM itself, especially if the pets were down.)

    Any way to make the henchmen, and the MM critter overall, more challenging to fight?

    [/ QUOTE ]
    You could add ambushes at 75%, 50%, 25% health (after all, he is supposed to summon minions, is he not?). If your Brute is making quick work of the MM, those ambushes will arrive in rapid succession (or they should, ambush bugs aside) and make things quite a bit more difficult. Unfortunately we're not given pets as an option for custom groups, which is really unfortunate. Most of the pets are pretty easily recreated though in the character creator, certainly Ninjas are. Thugs and Mercenaries are about as easy, Necromancy is a bit more difficult. And then we have Robotics, bane of my existence. Sigh.
  24. [ QUOTE ]
    I'm in college right now and I'm probably one of the only college students who dont drink.

    [/ QUOTE ]
    Kudos to you, sir. Ironic, though, that you're one of the more well-known members of the so-called "drunk server".