Eva Destruction

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  1. Quote:
    Originally Posted by Amygdala View Post
    However, both the CoP and Hami have been described (by some, not everyone) as requiring 'too much co-ordination' to be worth it, despite requiring similar factors to be successful, such as directing teams to different locations, checking on team/player status, etc. Is it simply because there are more people involved in these tasks? Perhaps it is the perception that more specific ATs are required? If so, at what point is this style of challenge too much?

    It's obviously subjective to an extent. I'm just curious as to what people think.
    The CoP definitely has that "bring debuffs, lots of debuffs, and DPS, lots of DPS, or you will fail" aspect to it. Due to the the Aspect's "untouchable" cycles, it would be failable even if there was no timer. If you took the timers off these trials, a coordinated sewer trial would not be failable. A coordinated CoP would still be.

    I think it also induces a certain feeling of being lost in the mass of people in a lot of players. As do Hami raids and Mothership raids. Each person is part of an enormous whole, so you can't see your contribution as readily. If you, specifically, DC or have to answer the phone or die, the rest of the raid won't really notice. On a single-team trial, they'll notice.

    I'm pretty useless on large-scale raids due to my crappy computers, and yet I've still participated in successful CoPs, Hami raids, and Mothership raids. My contribution mostly consisted of firing wildly at the nearest available target. No coordination or thinking was required, or indeed even possible, on my part.

    I will agree though, in a sense they require too much coordination. However, most of this takes place in the planning stages. You need enough ranged damage, enough melee damage, enough holds, enough healing for a Hami raid. It makes for a pretty boring half-hour for those who actually show up on time.
  2. Quote:
    Originally Posted by Samuel_Tow View Post
    That depends on what you mean by "that kind of challenge." If you're referring to the Sewers Trial, then Zamuel and I did it on a pick-up team of people I'd never met before in my life with only the communication that the Team channel permits, and we did it without even all that much of a prologue lecture. People don't really need to chat all that much, they just need to be willing to read. All it takes is a leader who types fast and that's good enough.
    I agree with this. I've never used voice chat, it really annoys me that people think you need it, since as soon as people start using it they stop typing, even when they know they have teammates who aren't using it.

    I also find that a lot of people just tend to assume everyone knows what they're supposed to do. Is it that hard to ask if everyone has done this before? By the same token, is it that hard to pipe up and say "I've never done this before so I have no idea what I'm supposed to do" before starting? And if someone does say this, is it so hard to explain to them what they're supposed to do? Even on the sewer trial, which has a timer, you can take a minute to pause and coordinate. It saves time in the end.
  3. Quote:
    Originally Posted by Dragonkat View Post
    Is kinda where part of me disagrees, and ties into apex and tin mage too. +cons are 80% of the time merely dangerous to the melee classes, yet if you pull too much aggro or get picked by the ambush as a target it can easily be insta death for a squishie, and heck on MM's with pet level issues.
    Surviving the spawn is only half the battle. When it's more efficient to clear a path for the squishies so they can help you than to just run past everything to clear the objectives, that eliminates a huge chunk of why I hate speed runs.

    Yes, I could bring a melee who participates in the running past things and clearing, except that running into a spawn and NOT killing it runs counter to the reason I play melee in the first place.

    I realize MMs have problems with +cons, which need to be addressed, but I don't play MMs so I'll leave it to those who do to suggest solutions.

    Quote:
    Apex is really bad about this as you're dealing with +4's that pack tons of attacks along with tons of aoe during the KR fight. Granted this is me being a newbie on the TF and my first run at it, but when I'm being killed before i even can see the clock that's doing it, wee bit irritating. (As i said in another thread I found this more annoying then the BM fight)
    AoE can be avoided. Ambushes....well I've made my feelings about the overuse of ambushes known in other threads. Knowing what to expect does help in dealing with them. It makes having more melee useful as well, whereas the standard tank and spank "challenge" doesn't encourage bringing more than one melee, unless the other melee is a Scrapper of the Stupid Scrapper Tricks variety.
    Quote:
    You can see the same thing during the ITF if the low hp classes make the mistake of standing on the phalanx computer when the bots all activate and start raining aoe's down on it. And 5th bots have a lot less damage and debuff ability then +4 clocks. Apex makes the problem ten times worse.
    I used to see the same thing all the time during Nemesis missions when squishies stand too close to the tank. To quote Butthead: "Uh, could you like, not stand there?"

    Quote:
    Same problem would be what'd you see on other TF's if you did it, it wouldn't stop speed runs in the slightest, it's a human nature thing, you'll just up the increase of people looking for stealthers, or you'd have in my opinion people just gravitate to the high survival builds and you'd still see squishes left in the dust against even harder mobs.
    Maybe. You'd also have a higher incidence of people trying to "tanker stealth" and dying horribly, or trying to solo spawns and taking longer, and I'd get to laugh at them as I'm running around with my Brute rounding up Romans for my squishies to annihilate.

    Quote:
    But then we hit it's way too easy if we don't do something, and a slider while an option would probably not be used by many. So if apex and tin mage was simply +2 would that you think maybe put it at a level that would lessen some complaints, or then we have people saying it's too easy?
    It would be too easy. +2s are still a joke to many teams. Heck, I've been on teams that tear through the majority of the +4s on that TF. A team of 8 Scrappers is a wonderful, horrific thing.

    Quote:
    Regarding BM too, I disagree that everyone is penalized equally, melee's are hurt a lot more by puddles of doom by their duration if nothing else, and the fact it's hard for an AT to do it's job when you have not only the need for melee range plus long animation attacks able to easily trap you in a puddle. As for MM's, there's no way I would ever take one into that TF given pet AI.
    If you can use Full Auto without dying to a puddle, you can use KO Blow or Total Focus without dying to a puddle. Yes, a melee character's damage output does suffer when they can't just stand there and mash buttons. On the other hand, melee has the advantage of not dying from a floating sword in the back.

    MMs again, have problems. I acknowledge the problems but since I don't play them I have no idea what could be done to alleviate them.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    One of the single greatest accusations I can level against most City of Heroes content, the "challenging" type more than anything else, is that it teaches people that they don't have to think. If you've run one ITF, you've run them all. Just blitz through the whole thing, blitz through Romulus, bada bing bada boom. Until you find out that you CAN'T blitz through Romulus, and then half the team turns into petulant children who rage-quit the moment everything isn't going great instead of trying something else or communicating with other people.
    This really really ticks me off like you wouldn't believe. I ran an RSF recently that almost turned into this. Had a nice private moment of "I told you so" when we ended up succeeding.

    Quote:
    Yes, it comes down to micromanagement and yes, it comes down to finding agreeable, communicative, responsible people. Zamuel pulled those people from team search and channels, and I have it on good authority we were all perfect strangers at the start. Hell, one player didn't even know where the Abandoned Sewers were, and he still did perfectly fine on the Trial.

    If "find non-brain-dead players" is the prerequisite for a decent challenge, then that's a prerequisite I can respect. This isn't a question of doing math, of min-maxing or even of being a great player. It's a question of being willing and able to read, and if that's too much of a challenge for people, then I feel sorry for the world.
    This, a thousand times this. Just for the record, I know a guy who regularly runs the sewer trial with the first eight people who want to join. I've been on some teams with him with really weird mixes of ATs. They've all gone better than the one I did with a static team that had coordinated our AT and powerset choices.

    Quote:
    Originally Posted by Zamuel View Post
    May I call issue to the +4 assertion? More of just a nitpick since I thought they were mostly +2 or +3 since I did see some red and even orange con enemies. Granted, the base concept of fighting things above your level is to be acknowledged.
    Yes, what a novel concept, that a team would be forced to take on things tailored to be a challenge for a team.

    If I had my way, all the end-game TFs would be full of +2s at least. It would solve a lot of the problems I have with TF teams, most notably people bringing their farm builds and playing like they're solo farming and melees running off and leaving squishies to die.

    Quote:
    Originally Posted by Dragonkat View Post
    People say the BM fight takes thinking, but to me it's still just another giant bag of HP with a gimmick that takes longer and is more annoying because of it.
    The "gimmick" eliminates the need to turn Battle Maiden into another Reichsman in the name of "challenge." At the same time, it penalizes (nearly) everyone equally, so having a sub-obtimal AT and powerset loadout won't guarantee failure, but having a team full of idiots or just people who insist on using the same tactic over and over regardless of effectiveness will.
    Quote:
    All in all five tons of fun and a trial i wish had it's cap bumped to 50. Beats the pants off a horrible Numina Pug, where the teams idea of working together was "Brute runs ahead and ignores rest of team, squishies mill about or wait behind mobs as the scrapper runs off too, no one works together till brute ports everyone, kill final mobs. Course I think my hate of speed TF's may have had a hand in this.
    That's why I like + cons. Most Brutes and Scrappers can't do that with + cons, and the ones who can survive still need help to kill the mobs in a reasonable amount of time. This includes my Brutes and Scrappers, by the way. I also hate speed runs.

    Quote:
    Yeah, anyway, much as I love Tin mage and despise Apex the new TF's don't hold a candle to classic content, enforced +4 ambush waves plus gimmicks aren't challenge, it's dev powergaming against their players, and shows they didn't learn a single lesson about why a lot of players refuse to touch praetoria anymore.
    They're supposed to powergame against us in the end game, just like we're supposed to powergame against them. It would be kinda pointless to give us more power just to have us stomp even-cons until the end of time. There IS such a thing as overkill you know....well ok not really, but if you give me a tac nuke I'm not going to use it to take out an anthill.
  5. 1: More high level story arcs designed with Incarnates in mind. With mechanics not borrowed from Zapp Brannigan.

    2: A revamp of the crappy AE search interface and ratings system. Also, finish what you started in i19 and add ALL the Praetorian enemies, NPCs, and contacts, as well as the Super Stunners and Chi Masters, Kronos Titan AV, and any NPC, enemy, or contact that is currently in game but not available in AE. Also, take a look back at some of the completely reasonable things players have been asking for since i14 (lieutanants and minions as "fight a boss" details, the ability to have a specific critter in an ambush or hostage guarding group, etc) and add them before adding your shiny new toys with limited usefulness. Also, better spawn and blinky placement control.

    3: Update the base editor. I want floors and walls that aren't built out of desks. Add bottoms to everything that doesn't have one. Double doorways and the ability to place stuff in doorways would be nice too.

    4: APP/PPP customization already.

    5: Revamp of all the Freedom Phalanx task forces. The only reason people run them is because they're needed for an accolade. I don't know many people who actually LIKE them.

    6: A level 30-35 SF for villains.

    7: Sharks with freaking lasers on their heads.

    That's all I can think of right now.
  6. Quote:
    Originally Posted by Golden Girl View Post
    Doesn't Battle Maiden count as a high level AV?
    Way to totally make yet another irrelevant post.

    Quote:
    Originally Posted by Jophiel View Post
    They give you a couple interesting tools -- calling upon an old contact and hijacking a Sky Raiders shield generator -- but unfortunately it's too easy to either not be able to access them (Nance) or lose them (shield) before even reaching the platform.
    There's a shield generator? I didn't find a shield generator. And even if I had, any traps player can tell you they don't last long against a Titan, since they like to hug you and get asploded by AoEs.

    Nance would make perfect sense if he introduced you to Roy Cooling, so everyone had him as a contact (except people running the arc through Ouroboros of course), but still suffers the problem of NPC allies being dumb as bricks and not so useful because of it.

    (By the way, I finished this arc with no allies and no problems when I ran it with my squishy Blaster, although admittedly she was a heavily IOd 50. I don't see myself running it with a character that doesn't care about the badges. PPD are the opposite of fun at these levels, as are Zeus Titans and EB fights that drag out until you're all out of inspirations.)
  7. Oh don't even get me started on the new tendency, starting with Praetoria, to bring in long, drawn out EB fights. Again, complete reading comprehension failure.

    Players: We want more interesting AV mechanics than the old tank-and-spank. AVs are a pushover for a halfway decent team.
    Devs: Ok...but rather than reserve these new mechanics for high-level team content, we'll put them into whatever new content we're working on, which just happens to be low-level, so deal.

    Never mind that low-level characters often don't have the tools to deal with an "interesting" fight, and don't have the inspiration tray to deal with a drawn-out fight, it's the level range they're writing for, so they'll shoehorn in whatever ideas they had, whether they're suited for the level range or not.
  8. Quote:
    Originally Posted by Tubbius View Post
    To Eva Destruction, you're right on that point. Admittedly, though, its feature in that section has possibly brought on as much bad attention as good. I realize that could have happened, now.
    Doubtful. I think its feature in that section brought in good attention, which put it on the first few pages, which automatically opened it up to bad attention.

    We have heard this exact same story far too many times. I don't recall an obvious avenue for player griefing being exploited for so long with nothing being done about it....ever. Even the old-school hami griefers at least couldn't hide behind total anonymity.
  9. Quote:
    Originally Posted by Supicous Glenn View Post
    My settings were 1 x 2 no bosses and no AV's. What this means is that for patrol, ambushes and bosses the bosses are downgraded to lieutenants but for randomly generated mobs the bosses are kept in because I count as two players.
    No, you don't, or at least you shouldn't. You're not two people, you just fight two people's worth of enemies. No bosses means no bosses, even if you're on x8. If you're getting bosses, either something's wonky with the settings or it works differently in AE now. Also, that setting will downgrade EBs to bosses in AE.

    Quote:
    Also, I think you mention at one time that the Council existed before the 5th column which isn’t true. The 5th Column existed first then they were overthrown by the Council. The 5th is now trying to retake their holdings from the Council.
    They have existed for a long time, they only recently came to prominence with the takeover of the 5th. Of course their long-running existence was retconned in, but it's now canon. From their enemy group overview on the CoH website:
    Quote:
    The shadowy brain trust known as the Council has become a major player in Paragon City only recently, but their roots stretch back through more than six decades of trickery, intrigue, and lies.
  10. Quote:
    Originally Posted by The_Cheshire_Cat View Post
    I seem to recall one of the devs saying that if you re-rate someone's arc, it keeps the higher of the two ratings.
    It doesn't, or at least didn't. It kept the most recent ratings. Someone demonstrated how, by switching between a 1- and 5-star rating, they could put an arc in and out of the hall of fame.

    Quote:
    Originally Posted by Wrong_Number View Post
    I'm actually amazed you could get three people to 5 star it for you at this point, so you clearly have better ideas to get people to play your arc than I do. For the most part, I don't promote most of my arcs other than my sig and let things happen organically.

    WN
    It's the current featured arc in the MA Arc Club thread, so it's not at all surprising that he's received several plays from people who understand the rating system is crap and are inclined to be generous with their rating.
  11. The tickets and no ratings thing can be easily explained by someone replaying one of your arcs. You only get one rating that counts, but re-rating an arc after enough time has passed (two weeks or so) will award tickets to the author. The number of ratings won't change because you've already rated it, but the total rating might if you changed your rating.

    I'm not entirely sure how your arc was dropped from 5 stars to 4 with no change in the number of plays....maybe someone who had rated it positively replayed it and decided that they actually hate it and lowered their rating? Maybe a disgruntled former AE enthusiast turned griefer? Nemesis plot? Yeah, I got nothing.
  12. Quote:
    Originally Posted by AzureSkyCiel View Post
    My god, you know what this means? Paragon Studios also hired Zapp Brannigan in addition to Neuron!
    Captian Castillo is Zapp Brannigan's great-great-great...........great-great-great-grandfather.
  13. Quote:
    Originally Posted by Golden Girl View Post
    Have you tried I19 yet? It has some good stuff for 50s in it.
    It has two fairly short TFs and an uninteresting arc. I guess that qualifies as "some" to some people. I'd personally describe it as "a bit" or "it's a start."
  14. Quote:
    Originally Posted by MajorDecoy View Post
    You should have cut off a lock of his hair at the end of the night.
    All the people before him followed that advice. That is why he no longer has any.
  15. Quote:
    Originally Posted by Bad_Influence View Post
    One more time: I would guess that for every person on these forums going "OH MAN! DIFFICULTY HAS BEEN RAMPED WAY UP, GOOD GOING DEVS!" there's probably at least one of me, going "Good gawd, I am never running that **** again." I have another troller stuck in Praetoria with the same problem: the arcs are so painful to run due to increased difficulty that I can't get her out of there.

    [general] you might find this new world order great, I can tell you that had things been like this when I was new, I would not be here. Fun and frustration are not the same thing in my book. Waves of eight NPCs when one is struggling along with DOs are not enjoyable.
    Somewhere in some dev's mind "we want more challenging end-game content" and "we like dynamic and interesting mission design" translates to "send wave after wave of enemies at us in every mission." Yes, a map full of enemies standing around waiting to be beaten up gets old. But so does wave after wave of enemies coming to you to get beaten up, when it's in every mission.
  16. Eva Destruction

    375,000+ Arcs

    Fyi, there are only 69,940 arcs currently published.
  17. Hmm, if EBs have a higher drop rate I'm wondering if the Mender Silos arc would be worth running....I'm getting bored with the RWZ and tips.
  18. Quote:
    Originally Posted by Noxilicious View Post
    Personally my highest amount shard gotten in a TF was 13 in a 'cuda SF, but that's mostly thanks to the ambush that never ends in the final mission.
    It ends. You just have to kill a LOT of Nazis before they give up. Unfortunately for them, I love killing Nazis.

    I go to the RWZ with my characters that don't do well on missions set to x6 and higher. Lots of bosses and Lieutenants, fewer piddly minions for a character with less than awesome AoE damage to wade through. Plus, you know, alien invaders and all. I like killing them almost as much as Nazis. And you get Vanguard merits for the Gr'ai Matter if you don't like ship raids.
  19. And here's something else: If it's a question of overloading the hospitals, then there's a perfect reason right there to give players personal housing, which could have medical facilities.

    If it's a question of overloading the system itself, then we're putting far far more of a load on it every time we step into a mission set to x8 (assuming that we're "arresting" the bad guys with our guns and swords and deadly radiation and fireballs) than the occasional old lady getting hit by a car or even a disaster. Keep in mind that a "major disaster" in the real world is one in which several hundred people die. That's like, one mission for my Scrapper.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    With this in mind, it makes sense that Primal Earth mediporters would have been reverse-engineered from Rikti technology and Praetorian Earth mediporters are in turn reverse-engineered from Primal Earth ones. A sort of conga line of industrial espionage, and something that actually has canon-established precedent. It doesn't get any more justified than this.
    I always just kind of assumed this is what had happened. I don't remember exactly if it's canon that Positron helped reverse engineer our mediporters, but it would make sense if he was involved, and Anti-matter is just as smart, so there you go.

    Quote:
    If villains are indeed tagged to be teleported upon defeat, what exactly makes the system unsable for civilians? Why can't civilians be tagged?
    Because then you couldn't have any missions to save kidnapped civilians, since it wouldn't matter.

    Quote:
    If villains aren't tagged to be teleported upon defeat... Are we actually killing them? Like, in cold blood? Yikes!
    We are not. Many hero missions flat out state that we are to arrest them. Additionally, the dialogue for many hero missions flat out states that the villain is in the Zig. The fact is though, I just opened up on that villain with an automatic rifle. Then I froze him solid and set him on fire. Unless he is rushed to some kind of medical facility, he will die.

    Quote:
    See, before Roy had to open his mouth about the controversy, that was never an issue, but now that we know there's such a huge problem with providing people with emergency teleporters, then the question of how villains manage it becomes ever more pertinent, as does the question of whether they "manage it" at all.
    Playing through this arc, I came to the conclusion that the safety of super-powered criminals is more important than the safety of innocent civilians.

    Quote:
    This was my one big problem with the arc. Some of my heroes are the bleeding heart type to go "But everybody should have a mediporter if we can make it work!"
    Bleeding heart nothing....ALL of my heroes are the type to go "well if everybody has a mediporter that would free up a lot of time heroes spend saving hapless citizens so we can go after the big boss instead." Which would pretty much render the vigilante options in half of the tip missions moot.

    Quote:
    Originally Posted by Megajoule View Post
    How many of your objections boil down to "this reads like a comic book"?
    It reads like a comic book full of plot holes.
    Quote:
    The (implied, I admit) reason they couldn't give everyone Medicom implants seemed fairly straightforward to me - a major disaster would overwhelm the capacity of the teleporters and/or the receiving hospitals. Resources are finite, and you can't extend immortality to everyone.
    Well then by that token we shouldn't extend immortality to the guy who faceplants every other spawn. Resources are finite and he's overtaxing them. We should reserve them for a citizen who doesn't go out of their way to tax the system. Think about it, how many times to we place our heroes in unnecessary danger? Now think about how often most citizens, even if they're assured not to die, would do so.

    You also get into the question of where to draw the line between Natural Origin Hero and non-powered citizen. A level 1 character isn't all that powerful. What's to stop everyone from registering as a hero just to get on the mediport network?

    Quote:
    (That said, by the same logic, other emergency personnel like police and fire departments should get them too.)
    Especially since many of them are far more "superpowered" than a level 1 hero, especially the high-level PPD. The Paragon City Fire Department seems to consist of one guy, and he never actually goes into a burning building, so he's pretty safe.
  21. Add progress bars to the ones that have to be specifically hunted out. Also let us set them as a badge title without using /settitle. This will fix them for badgers, who are pretty much the only people who really care about them.

    I will agree that having these guys wandering around our bases could be cool. Make them interactive and they could even have a use, like replacing the hideous salvage storage racks. I'm not entirely sure I'd trust a Freakshow or a Mook Capo to hang onto my salvage, but still, it would be cool.
  22. Thanks to everyone who played. I honestly didn't expect any new plays what with the AE player awards being so recent, so it was a pleasant surprise. And thanks for commenting to everyone who had already played it for the awards.

    Quote:
    Originally Posted by Wrong_Number View Post
    Until the End of the World is another arc I have ran through before, but I gave it another go and found it lots of fun. My blaster did have a tough go of it and I had to knock my settings down to "No Bosses" mainly because I had the misfortune of having several spawn close to each other. Also, I agree with Glenn that not having the Optional cluse listed does through me off a bit, but no biggie.
    I agree, it's a bit boss-heavy, and probably better suited to melee. If we had better spawn control they wouldn't be spawning so close to each other (unless you mean you have to fight one boss after another without any spawns in between to restock your inspirations), but at least they can all be pulled, so there is that.
    Quote:
    I was happy to notice the arc is now on page 3. Congrats!
    Page four now, but still...fingers crossed.

    Quote:
    Originally Posted by LaserJesus View Post
    What I liked: The contact being a lackey of the player character is something that villain arcs definitely need to do more. It helps it seem like you're being ACTUALLY proactive, since the contact is working for you, instead of being "proactive" because YOU'RE THE ONE ROBBING THE BANK! (at someone else's request.)
    Thanks, that's my favorite part of it too.

    Quote:
    What could use work: The villain building the robots (I can't remember the name off the top of my head) didn't really seem to have a lot of personality. The real heart of the arc came from the evidence of his relationship you find in clues. The few encounters with the villain are mostly just quick fights where he is largely tight-lipped about everything,
    Will ponder this and take another look at his dialogue. He doesn't get a lot of space in which to talk (especially since in his first appearance he's a betraying ally and they don't get to talk much anymore), but that still gives me quite a few lines to work with.

    Quote:
    Originally Posted by Tubbius View Post
    Overall, it's another well-written, well-designed arc in the AE machine. Facing the bots mastermind for the first time in mission 1, in a tight space next to an elevator door, was difficult, to say the least,
    Until we get more precise spawn control, stuff like that will keep happening sometimes. I prefer that Arachnos warehouse to the other, elevatorless one for reasons that I can't quite remember but probably have something to do with chaining objectives, and I'm not using an Arachnos lab because I hate them, so I acknowledge that the map might have a few problem spots, especially once you throw in a patrol or three. Actually....right up the elevator is the worst spot on that map, so if he showed up there, um, sorry?

    Quote:
    One thing I might consider suggesting is doing something to reduce the bombs in the flaming map and the destroyable stuff in the big warehouse; these do add personality to the arc, yes, but they can also distract the player from the overall storyline.
    The bombs are numerous to increase the chances of the player randomly stumbling upon one in a map where they're not looking for them and is on fire. The destroyables....they're there to keep Council from spawning in the first room. I guess I could replace one or two of the sillier ones (I can't remember if I already removed the car, but it was the silliest one) with optional bosses that only show up after one of the later objectives is completed.

    Quote:
    The final boss, though, was smashing me for 800+ damage. That might be able to be toned down somewhat.
    Not really unfortunately. A Super Strength boss without KO Blow is a bit of a pushover for a level 40+ arc unless you give them Rage, which I'm not doing because an 800 pt melee attack is easier to avoid for a squishy than a thrown rock that hits for over half your HP and ignores the purples you ate. Maybe Rage has been toned down enough that it no longer leads to painful death and massive frustration, I don't know, but I've fought enough critters with it before the change to curse the author's name every time I see that tell-tale glow, so.... As a longtime Blaster player who has been on the receiving end of many Rikti swords and KO Blows and Total Focuses and other Really Nasty Things That Kill Squishies Dead, I can sympathize but at this point in the game's development it's pretty much par for the course that high-level enemies will instant-death-kill you if you're squishy and unprepared. Of course you KNOW that Longbow Warden has KO Blow, you don't know that the custom critter does....but I tend to assume everything I encounter will kill me in horrible nasty ways until after its corpse is long faded.

    Quote:
    Originally Posted by Lazarus View Post
    Until the End of the World

    I liked the story overall and also liked how the contact was your lackey. However the arc suffers from some serious clue overload, it didn't help either that the UI keeps scrolling back up every time I get a new one, so I have to search through them all to find the new one every time.
    Can't win. Too few clues, someone tells you "this and that should have a clue." Too many, and someone tells you there are too many clues. I did try to set my objectives more or less in the order I expected the player to encounter them, but beyond that there isn't much I can do besides stop trying to cram so much detail into a five-mission arc, and detail-heavy arcs are my personal preference, so...stylistic differences I guess.

    Thanks again to everyone who played and commented. *Summons Bubbawheat to put up this week's arc*
  23. Quote:
    Originally Posted by Eiko-chan View Post
    I'm not sure how much an introvert you are, WHF, but for some of us, just being around other people (or even other avatars) can trigger that expenditure of energy. Familiarity is a far more sure way to ease the burden than simply "not talking". That can work for some, but not all.
    This. A thousand times this. It's not TALKING to other people. It's the need to deal with other people. When you join a TF team, you are making a commitment to deal with these other people until the task is done. You can't just walk away when you stop having fun and start feeling drained.
  24. Quote:
    Originally Posted by SilverAgeFan View Post
    So though the narrative that you describe about your character and his/her power armor is one rooted in your private imagination (or amongst your group of mates in game), the games wealth of content currently now provides a pretty good range of backdrops for these personal pretendy-funtime narratives so many of us sketch out as we are watching our various characters' backsides for hours on end.
    Except it isn't a private narrative. It's canon. You go to the future, beat up Recluse, bring back his helmet (the PG-13 equivalent of bringing back his head), show it to him and say "look, I kicked your butt at the height of your power. What are you gonna do about it?" and he says "Nothing. Congratulations. You're awesome. Go take over the world or whatever it is you want to do." Which just makes the RSF more insulting, since you can only start the TF that gives you the Servant of Recluse badge after he tells you that "you are a true villain, beholden to no one."

    Quote:
    Originally Posted by Samuel_Tow View Post
    Given the latest management address talking about making the new I20 Incarnate trials accessible to everyone, I hope they're using the word "trial" in its literal meaning, which is to say as "a way to test a character's skill and strength," rather than the game system name Trial, which tends to be a very difficulty 8-person TF. If they do mean the former, then even Ramiel's arc can count as a trial for the Incarnate, as it has our characters go out of their comfort zones and take on some serious enemies.
    I'm hoping the majority of it is limited to eight people and not like the Cathedral of Pain. My computer is old so those things are laggy, and they take a long time to set up. Usually they're planned in advance to ensure people will show up. Like some other people here, I mostly prefer to solo. Sometimes I do feel like teaming, and I can usually put together a TF in a pinch at those times. I don't like having to schedule feeling like teaming.

    I'm not optimistic enough to anticipate a lot of soloable content. I would dearly love for there to be some. But I'm not holding my breath.
  25. Tl;dr version: This arc, like a lot of the recent "content," is all fluff and no substance. It's a half-hearted attempt to slap a story around fancy new mechanics, rather than using mechanics to support a strong story.

    Longwinded ranty version: Malta hasn't been a super-sekrit shadowy conspiracy in....a very long time. First they cut a deal with Recluse. Then they started calling out random villains in the Grandville papers. Then they started robbing pawnshops for fresh brains. Oh, and then they gave their extra-super-sekrit untouchable unfindable could-be-anyone-even-a-highly-placed-intelligence-operative board of directors fancy gadgets and purple triangles so all you really need is a particularly nimble Scrapper or Stalker to rip off the mask* and a cell phone camera to take a picture and hand it to Crimson....oh, and they're posting their evil plans on the internet too.

    Dear devs: Sappers and giant robots do not a scary villain group make. If it has an ***, we will find a way to kick it. The only thing that can potentially make for a scary villain group is to create a threat that WE CAN'T FIGHT. This can't be done through mechanics without (rightfully) ticking players off. It can only be done through good writing. World Wide Red wasn't a threat because of the giant robot; the robot meant that we were winning. It was a threat because if we hadn't won, they could have killed us with the touch of a button. Unfortunately that little setback seems to have hurt Malta more than we realized, since they now seem fresh out of ideas and have to resort to moar robots.


    *As I was typing this I got a sudden mental image of the Malta board of directors pulling a Zemo and gluing their masks to their faces. Hilarity ensues. Admittedly, it's funnier in my head than game mechanics will allow for.