FredrikSvanberg

2010 Player's Choice Best Villainous Arc
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  1. Quote:
    Originally Posted by Venture View Post
    Stuffing her back in the fridge against her will is wrong; damn the consequences. Making the decision for her is exactly what Tyrant has been doing to the whole world.
    Welcome to Praetoria.

    There are no good guys in Praetoria.
  2. Quote:
    Originally Posted by Xanatos View Post
    I thought we already established that farms drive traffic to the AE, and some of that is converted to storyarc plays?
    Nobody ever came for the farms and stayed for the stories.
  3. How can they not find a farm? It's all there is for the first eight bajillion pages. They don't even have to make a search or anything, just ... hm. Maybe clicking the page numbers on the search result list isn't obvious to everyone?
  4. Quote:
    Originally Posted by Clouded View Post
    Because you don't teleport and instead Spring (or leap) at the enemies.
    That's just fluff. The description could just as easily have said that you teleport at the enemies. It's a teleportation effect, it should be a teleport power. In fact the same power could be in both pools, just with different special effects.

    Quote:
    Why doesn't recall friend do damage?
    What kind of question is that? I'm going to answer anyway because I can't tell if you're serious: because we don't need powers that cause damage to allies.

    I meant that the Teleport pool could use a real attack power like all the other travel pools have had since the start. The easiest way would be to add damage to Teleport Foe. Damage and possibly a disorient or immobilize effect.
  5. Thanks for the warning. If something weird starts happening I will know what might be causing it. Right now I'm just happy to play CoH without interruption for hours on end, like I used to.
  6. Quote:
    Originally Posted by Neogumbercules View Post
    Technically it's a treat, but my lord, who would want one?
    More importantly, why is it not in the Teleport pool?

    And why doesn't Teleport Foe cause damage, even if the target isn't teleported?
  7. I have a new arc up. It's a work in progress, really, but what arc isn't? I figure I will enter it in the contest and see what you guys think about it:

    ID 522067: "Project Dragon" (Working title.)

    You have been invited to a martial arts contest on Tub Ci's secret hidden island. The FBSA has asked you to infiltrate the competition and find out what the Tsoo are up to.

    I love the Tsoo and I don't think they get enough action in the game so I decided to make an arc with them. I recommend that you play it with your strongest character and set the difficulty as high as you can manage, to get the proper amount of enemies on the screen at once. Feel free to listen to your favourite kung-fu movie or beat-'em-up game soundtrack while you play it.
  8. Thank you! I applied this fix yesterday and could play for several hours with no problem at all, even after doing a BAF trial and some AE mission editing (which both would usually cause crashes to become more frequent). Thanks for making my game work again.
  9. Make a macro that resets the window colors/opacity. I had the same problems you did and this worked for me:

    /macro trans "window_color 33 132 255 255"

    The first three numbers are the colors (red, green, blue), the last is the transparency. Those numbers create colors close to the default hero-side UI colors with 100% opacity.
  10. Quote:
    Originally Posted by ThePill View Post
    In some cases, it's a subtle shift, in others it's fairly noticeable, the most obvious one being Face 1 City of Heroes style and Face 1 that currently shows up has the big smirk on his face.
    Surely nobody is mistaking Face 1 for one of the original faces.

    What Rigel seems to be talking about is that ALL the faces we have now are somehow darker, more villainous versions of faces we had before CoV was released. I don't see it. CoV had all the original CoH faces, plus a few more that looked more villainous (scarred faces, hostile faces, rotten, that smirking one, maybe some of the supernatural). When players saw that villains for some reason got all these cool new faces but heroes were stuck with the old and much smaller selection, a justified protest was raised, similar to what happened when villains got tons of costume pieces that heroes didn't get. Not just that we would have to pay for CoV to get them, hero characters couldn't even access them in the costume generator, even if we owned CoV.

    So what I'm not seeing is what faces were supposed to have been changed from being "heroic" to "villainous". They are the same faces and have been since City of Villains was released, or shortly afterwards.
  11. Quote:
    Originally Posted by Dark_Respite View Post
    (BTW, Synapse is actually an accountant, according to quasi-canon... but I'm sure you could have come up with equally risque innuendos for working with aggressive takeovers and benefits negotations... etc etc etc)
    Something about bean-counting?
  12. Quote:
    Originally Posted by Rigel_Kent View Post
    Welp, it's official. Issue 21 has finally cut-and-pasted the CoV villainfaces, overwriting all the hero faces from launch. Even the heroes who I've painstakingly kept away from the tailor now have the darkity dark growly cliche 90s anti-hero look. Ugh.

    I'm still holding out hope that someone in the art department has sharp enough eyes (and the backups!) to finally catch and fix this six-year-old blunder.
    I wish I could see what you're talking about.
  13. I started the first arc at level 23 and finished the last arc at level 26. I was surprised that there wasn't more content since the story didn't seem to be finished, and I had been told that there was "so much content" that they had to extend the level range of the zone to 29.
  14. Quote:
    Originally Posted by Gobbledygook View Post
    Sorry, but the powerset regeneration, no longer hinges on it's ability to regenerate wounds to stay alive, but rather to heal and buff itself.
    What an appropriate username.
  15. I think some of the beam rifle attacks have very interesting sounds. On a team with several beam riflers they make their own dubstep soundtrack.
  16. Quote:
    Originally Posted by DeProgrammer View Post
    If it accepts ToHit Buff instead of ToHit Debuff in-game, it will do so in Mids' as well.
    I don't know if it does, but it shouldn't.
  17. Quote:
    Originally Posted by Dr_MechanoEU View Post

    Now the problem with this system, as I see it, is that this system can be kind of unrewarding. While your character does progress, there's not the same sense of reward which comes with getting a new level. This also means that content has to be based around earning equipment and currency rather than XP, making it much harder to balance as someone who is purely a crafter is going to have a hard time surviving out in the wastelands of a Zombie infested city.
    One way of making it work would be to make it possible to defeat any enemy with even the most basic equipment and skill, a baseline efficiency so to speak. Make sure that characters can't go below this baseline. Then even the most pacifistic mechanic can still swing a wrench and smash a zombie's skull, even if it may take ten times as long for him to kill than the min-maxed zombie-slaying space marine.
  18. Thanks for making this tool.

    Here's a bug I found:

    Dark Mastery (scrapper epic pool) Nightfall doesn't accept -tohit IO sets, but does accept tohit IO sets. It should be the reverse.
  19. Quote:
    Originally Posted by The_Spad_EU View Post
    You know you can use /wdwsavefile [name] and /wdwloadfile [name] to save and load both window layout and colour/opacity settings?
    Doesn't seem to work. I've tried saving my windows settings dozens of times. It remembers everything except my opacity. I always thought that opacity just didn't get saved in those files for some reason.

    Quote:
    Originally Posted by Zombie Man View Post
    Settings not sticking can sometimes be solved by saving your settings to the default file (/optionsave, /wdwsave, /chatsave) and, without zoning, exit the game the long way: countdown to login screen and exit buttons. This sometimes forces the server to remember the settings.
    Until the next time it forgets, for no good reason. Usually when I come back after a crash.

    Quote:
    Otherwise, this workaround for the non-saveable opacity setting will work.
    Wow. That's exactly what I was looking for!

    Do you have something similar for changing sound settings?
  20. I like my windows at 100% opacity so I can actually read the chat. The game wants me to have them at 53% opacity, because that's what it resets to every time I zone. And. I. Hate. It.
  21. Quote:
    Originally Posted by Crysys View Post
    They'll be back...for a small fee.
    They couldn't pay me enough to make me play them (again).
  22. Quote:
    Originally Posted by MaestroMavius View Post
    Wait huh? Dr. Aeon was originally a player made character? Or do you mean the guy that 'became' our redname Aeon was originally a player named Fearghas?

    I'm confusidty.
    The latter. @Fearghas became Dr. Aeon.
  23. Quote:
    Originally Posted by Forbin_Project View Post
    OOH OOH I DO!

    I feel so clever now.
    So what you're saying is that "no", you don't, but you actually do... oh the paradox! My brain hurts now.

    Not to claim any huge knowledge about programming or anything but if the ability to change origin would become a much asked for feature, I think one solution would be to create a new actual origin flag in the database, based on the difficult-to-change origin which is currently irretractibly buried in the character data (somehow). Then use the new origin-flag to determine character origin for all purposes, and give us the option to change it in various manners. It might still be too much work to be worth their time considering most people (99% or more) don't care about their origin and won't ever want to change it, but at least it would be a possible solution.
  24. Quote:
    Originally Posted by seebs View Post
    I would say it's pretty obvious that AE votes are meaningless at this point. About all you can conclude from them is that people started the arc. We don't even know whether they ever entered a mission, I don't think.
    Not to mention that it takes 5 minutes (tops) to finish a farm mission while a good story arc can take up to an hour to complete. So naturally farms will get more plays and ratings. Even if somehow a story arc was able to provide the same rewards as the typical farm they would still take too long to finish. One player could only play 5 story arcs in the same time that they could finish 60 farm missions.

    Again it's obvious why story arcs and farms shouldn't compete for the same search engine real estate in the AE.
  25. I would love to know how they have coded it to make it so integral to the character that it can't be changed, ever. Just out of curiousity. And I would also like a way to change my origins, preferably during a respec. I would also accept a way to postpone the decision of my origin until a later time than during character creation. How about at level 12. Level up to 12, go talk to a contact of the origin you want and have them "reveal" your true origin which until then had been simply Unknown. Or stick with Unknown if you don't care about using DOs and SOs. For all other purposes the Unknown origin would not grant a temporary permanent attack power, and wouldn't affect other powers.