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Posts
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Joined
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I'm not putting any hopes on animated tails but I would love to have a belt on my one tailed character.
If they are going to animate tails I hope they don't prohibit capes with them. My tank's scarf and tail is her trademark. -
I got the same message over the weekend. Since I'd had COH open for 6 or 7 hours I assumed it was a memory leak or something and reset my computer.
Didn't happen again and I've never seen that error before so I'm chalking it up as a fluke. -
Quote:There is an option to do this, it just isn't mapped to a key by default. Go into the keymapping under the camera section and you'll find it. I've got a pair of standard keys on all my characters that deal with this. The first one puts the camera centered behind the character (distance doesn't change) and the second one turns the character to match the camera view. Both are very handy.In the spirit of the OP, I guess I do have a simple complaint about the interface. Why is there no command or keystroke to level the view? You can tilt your character's viewpoint, or the camera looking at your character, up or down -- but once you've moved it off of level, you can only approximate leveling it again by fiddling with it and trying to persuade yourself you're dead-level.
I'd love a better variety of colors with say the old 256-color palette available for both skin and costume... but then I don't see the big deal with skin-colored tights either. How is that different than some of the stuff we see now?
And heck YES! Why does the skin color bleed through on some colors? It makes white very hard to use.
I'd also love for the interface to be less clunky. The "right-click on person vs name" bringing up different options is especially annoying but some of the other stuff mentioned is almost as bad.
Don't EVEN get me started on boleros and wings *grumbles*
For my own pet peeves:
* Contacts red side are badly handled and the bug where the brokers/detectives give you expired contacts if you happen to be a level that's evenly divisible by 5 makes it worse.
* Task Forces all require too many people to start, most should be cut in half.
* Task Forces should allow you to move the star around freely.
* Fix the store screens so hovering over stuff will tell you what you are buying or selling. This used to work and got broken somewhere along the line.
* Almost forgot and related to the OP - let us introduce others in our party to our contact. That would mostly solve the problem of parties not being able to run arcs for merits. And most of all - ALL ARCS SHOULD GIVE MISSIONS OUT IN THE SAME ORDER!
But all in all, those are minor things that I don't mind too much. The game is pretty awesome despite a few petty annoyances. -
Bah, I have nobody. The amazon is only 32nd so I'm out. Drat.
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Mark me as an alt I guess. I don't think my fire/shield amazon scrapper is there yet and my tank ran it just this past Tuesday. Not sure who I have that's the right level and is not tied up with something else. I'll have to look tonight.
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And as I mentioned earlier, you can make your own plots with Mission Architect. To me the MA is the perfect vehicle for that sort of character development and I've done it WAY more for my villains than my heroes for the very reasons Basilisk mentions as the difference between playing a villain and playing a hero.
In my villain arcs the contact is always some lacky that's been gathering information for me and is merely a tool in my grander scheme. The missions can either change the way a standard arc ends, or more frequently is a totally new plot that my character wants to accomplish. It works very well if you care enough and don't mind the extra effort. Create, publish, run it once, delete. It doesn't have to be epic literature if you are just writing to please yourself. -
Quote:I finally managed to find Positron's post clarifying things and I had remembered it wrong. This does indeed seem to be how AT choice vs faction choice will work for Praetorians.From there, the way you play your character decides whether you will become a Hero or a Villain. You can make a Brute that fights the tyranny of Emperor Cole and works to return freedom to the common people, thus making you a Hero. You could also make a Blaster that works as an enforcer within Cole's regime, subjugating the weak civilian populace and halting the efforts of the Resistance as a Villain.
That's cool. However it works I'm looking forward to it. -
Quote:I got the impression that you'd be able to select loyalist or resistance and that would determine which AT's you got to choose (hero AT's for resistance and villain AT's for loyalist). Then once you got to 20 you could choose hero vs villain for your new home base, thus allowing a resistance blaster to go to the rogue isles and continue leading a life of crime or a loyalist brute to go to Paragon City to continue a life of crime fighting... so to speak.So, what I'm curious about, after watching the spread at Hero-con again.... They said you would be able to start in Praetoria neither as a hero, nor a villian. During the tutorial you make a choice of which side to start aligning with... So, if I'm creating a toon, and I can't pick hero or villian, what are my power choices going to be? Will I be able to pick Brute stats and powers, or Tank stats and powers? Or Corrupters vs Defenders/Blasters? Just something that made me start going "hmmmmmm" after watching.
But I wasn't there, maybe I misunderstood or read something misleading.
[Edit] BTW the link in the OP seems to be broken. -
If your alt-itis is bad enough (like mine) you never play a character that doesn't have plenty of patrol xp to make death a non-event (besides a loss of pride - I hate dying). I lose a blue patrol bar and that's it... When I do accrue debt (like in a TF or something) it actually takes me by surprise to see that purple bar.
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I finally have another Saturday free and nothing has been announced?
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That was awesome! Gave me a good laugh and a smile I hope lasts the rest of the day.
Thanks. -
Oh that stinks but now I'm curious... Why can't you finish the Steven Sheridan arc?
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Quote:Actually, per the dev's GM Guide entry on the Ghost (emphasis mine):Actually, according to everyone else's observations, you neither prevented nor encouraged his spawning. If the information provided by the devs is accurate, your actions had zero impact on him spawning.
Quote:Recurrence: 1 minute to 2.5 hours
Several Scrapyarders will appear in Sharkhead and move to a specified location. When they reach that location, the Ghost of Scrapyard will spawn, and lead a huge mob of Scrapyarders to another location in the zone. -
Saturday, on Justice, we were trying to get him to spawn after he got droned on our first attempt. We thought he would spawn on defeats so we all scattered to get them.
I found a reliable spot where they just came in huge mobs, wave after wave so I set my mercs in their path. I must have mowed down hundreds of them. Someone finally asked that we stop and let the scrapyarders go where they want. Sure enough as soon as the first wave or two passed me they walked about a hundred feet, milled around in the street and the ghost spawned.
Winter Lord came up while we were fighting him, and Ghost came up while we were fighting WL... or did he come up while we were waiting for the present? At any rate it was within 15 minutes of his previous defeat.
In retrospect it was kind of funny that we were actually preventing him from spawning by doing the thing we thought would trigger him. -
With the lag it's definitely possible I just didn't realize how bad they were.
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Thanks for organizing it and I loved the speech with the emotes and all LOL.
I know we lost count of how many teams we had at 5 or 6 and I know the area filled up so I suppose the lag was to be expected. Even on minimum graphics it was like a stop-motion movie and I was frequently unable to tell if my power wasn't activating because of lag or because I was too far from the enemy though he might appear to be right next to me. But it was fun and Shadow made 241 merits which is really cool. Only need 90 more to get the storage bag.
I'd post a pic but none of them came out very well since the graphics were down so low.
[Edit] Oh, and I fought quite a few Magus rikti but didn't notice they were any harder or different than the normal rikti. So I still have no idea why I was warned about them. -
I'll certainly try to be there with 50 dark/dark tank. I've never done it so I'll need some guidance.
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I think the tutorial is the wrong place to talk about channels. It'll do nothing but confuse new players. Having it be a question on the long list the trainers have would be ok but like someone else said, you have to know what channel to join for your particular server.
A server wide broadcast channel everyone was automatically joined to would be cool but I shudder to think of the ways that could be abused by spammers and griefers. At least now I can just leave AP if the broadcast chatter is annoying me. -
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Start radio missions in King's Row as early as you can. Get the safeguard before 10th level so you can score the raptor pack. Read up in the Player's Guides on what to expect in a Safeguard.
It's the easiest fastest way to start flying and getting around. It will even allow you to put off the travel power beyond 14.
I accidentally got it on my second character but didn't realize why some got the raptor and others got the zero-g. It took me a long time to realize that level 10 is the key. -
Quote:I'm glad to hear it doesn't take an IO'd team to do the LRSF.Actually, myself and the teams I usually run with are usually without or have very little in the ways of IO bonuses. I've only IO'd two characters of mine, neither of which have been on the LRSF (one being a hero, so it'd be impossible for them). I'm not saying it's easy by default. I'm saying that with a team load-out like Tech had, they REALLY shouldn't have had the problems they were. If a well played team can get the MoLRSF with less (only corr was a Kin and my SO'd Elec brute to tank), then he really should have pulled that off.
But saying the team only needs a pulse IS saying it's easy by default. My apologies since you didn't intend to ... umm... imply that.
Since I've never run that SF before I really had no business posting at all. I let my pet peeve get the better of me so I'll bow out now. -
Most of my villains are simple mercenaries since that's what most of the arcs are geared toward. I have a couple that are trying to do the right thing and are mostly in the Rogue Isles to strike at Arachnos and Recluse's sorry excuse for a government. For those I follow contacts like Ideon listed and I'll add...
Cap au Diable
Ashley McKnight - origin of powers and entrance into the Midnighters
Marshal Brass - uncover corruption, especially if you fail the final "stop the broadcast" mission on purpose
Mercedes Sheldon - recover a dangerous artifact from the Carnival
Vanguard - 'nuff said
Sharkhead
Captain Petrovich - save the Iron Widow
Maros - Stop the awakening of the Leviathan
Doc Buzzsaw - who can't like her? She's always so upbeat! LOL
If you want to be the mastermind and control your own fate, or you want to be the anti-hero working behind the scenes, there is really no better way than to make your own endings to some of the stories using AE. I've done it multiple times to good effect.
For example - don't like how you feel after giving the victims to the Vahz? Create a quick mission in AE where, after receiving your money of course, you penetrate the Vahz lair and rescue the hostages. Heck, use the Dr. Vahz lair map and put the good doctor there so you can defeat him too... the whole operation was just your way of finding his lair. Or create a mission to go rescue the daughter of the traitor the mobster took into his care just so he could ruin her life. Or, not only did you not stop the broadcast, you help the reporter by destroying the Arachnos base jamming the broadcast, etc... the possibilities are endless.
It's all in how you approach the attitude and character (twisting what you did to another purpose in your head - you didn't really kill the victim you faked it). That plus a little imagination in AE goes a long way. -
Quote:Comments like this and "the game is too easy" really cheese me off. It's so insulting. If you ever failed it, even once, then saying that the team members just need a pulse is false. Just because you've done it a hundred times with characters that hit the soft-cap with IO's long ago doesn't mean it is an easy task. It just means you've found a team that makes it look easy. It's an illusion.You should have been able to breeze by that unless half of your team didn't have a pulse.
I've never run this SF but frankly the stories about multiple team wipes and pets that can't stay alive ring a lot more true to me than the stories about how easy it is.
I haven't really gotten into IO sets but the more I hear "game is too easy" and "we ran the ITF in 8.5 minutes" the more I want to avoid them so it never gets that way for me. Even if it means I'll never manage to finish the LRSF at least I'll still have exciting times playing the content. -
Sorry I just now saw this.
If I were you I'd stay in New Braunfels and make day trips into San Antonio (32 miles to the Alamo/downtown) to see the sights there. Meanwhile you can float in the Comal and/or Guadalupe rivers and make a day of it at Schlitterbahn which is just about the most awesome water park in the world. The Natural Bridge Caverns is also nearby and worth a few hour's diversion.
The city is fairly small and built around tourism so there are plenty of places to stay - we usually rent a condo on the river when we make weekend trips down there.
In your trip to San Antonio I'd suggest you do the whole mission trail and not just the Alamo. The other four missions are in much better shape and very cool to see. -
I'll keep them monitored. I'm hoping Shadowguardinal can catch one sometime soon. Thanks.