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Posts
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Joined
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Quote:Would you care to explain what exactly is the "right" way to play?The last thing we want to do is train players to think this game's flow is about act, rest, act, rest. You do not want to encourage players to think that way is the 'right' way to play.
And honestly, pre-Stamina, pre-SOs, and without any support ATs helping you, the game pretty much is stop and go. How often you need to stop and how fast you can go varies greatly by AT among other things. -
Something to note, while you can probably get Denial of Service in more places the higher level you are (due to having a bigger health pool), I figured I should note that I was only level 10 (Dominator) or so when I got it from Imperial City's road to nowhere. I had previously tried that peninsula in Nova early on but failed to get it then.
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If it was one of your own characters, I guess I could see the appeal.
However, I don't really see the point in using someone else's character from the server. All you're doing is replacing a random villain with a different random villain. There's also the distaste I would have for the server puppeting my character around. I do have a number of heroes and villains that have no reason to be involved on either side of a bank heist. -
Quote:Yeah, all that would really need to be changed is having them cough up their story arcs immediately. This would also help reduce the pressure of outleveling arcs.I hadn't thought about that really. They already give you choices of two different missions a lot of the time, so maybe instead of getting rid of the random missions, they could just give you a choice of either a random mission or the first/next mission in their story arc. That way the people who want to do some of the random missions they give out can, and the people who want to get straight to the story arc can do that as well.
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Arachnoids can use their arms to hang around in webs, apparently.
Honestly, I wouldn't consider it too unfounded if a Crab Spider character climbed a vertical wall by impaling the arms into it, one after another.
That said, there's no reference to LR or Crab Spiders using their arms for travel purposes. -
Quote:I'm selfish enough to be okay with the collapse/reversal/something of the universe if this was one of the results. Sorry, Arcana.Misfile would be a *minor* issue in the overall scheme of things.
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Quote:No thanks. There are quite a number of standalone missions that are either legitimately good, or expand on the lore of the game.1. Remove the random missions that contacts give out. Instead, make it so that they only give out their story arc missions, the way the new contacts in Praetoria do. I understand why they were set up that way originally, but they just aren't needed anymore, and frankly, they detract from the story arcs.
Quote:2. Change the contacts so that they give you their cell phone numbers much earlier, ideally after doing a single mission for them. This makes any running between zones that you need to do much less painless.
Quote:3. Make sure that contacts give out the missions in their story arcs in the same order to everyone. This makes it much easier to run a story arc in tandem with someone else.
Quote:4. Fix the story arc missions so that unless there is a good, story-related reason for it to be otherwise, all of the missions are in the zone that the contact is in. I understand that there are reasons that certain missions should be in certain zones, and I'm fine with that. But if you're just doing 3 different 'defeat all' missions to gather information, there's no need whatsoever for those 3 missions to be in 3 different zones (none of which is the zone that the contact is in).
Quote:Number 4 would obviously be the most work, but even making the other 3 changes would make people far more likely to run the story arcs I think. And standard code rant applies of course, but on the surface, it seems like it would be a LOT less work to make those changes than to create an equivalent number of new story arcs. -
Quote:And you'd be naked, of course.I think it's entirely appropriate and in-genre for you to make your incursion into this dimension in a vacant alley or parking lot. The only way to make it better would be adding some lightning FX and the new costume-change power that makes a spherical pit in the pavement under you.
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/signed.
As an extension of 1), there can literally be no balance problem* because Rest is simply an accelerated form of standing around waiting for health and endurance to regenerate.
As an extension of 3), it would provide even post-SO characters with a workable alternative to Stamina that required no additional power picks or slots.
*Edit, for rear-covering purposes: There's no powers/enemy-based balance upset. You might argue that it would change how quickly lower level characters can run through content/gain XP, but I don't really see that as a bad thing, considering the revamped XP curve already increased that speed. -
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I agree on the unceremoniousness, disagree on the Jetpack Vendor. It's really not the devs' fault if you decided to skip out on a travel power.
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It's not so much a symbol as it is the Arachnos logo being physically crossed out on their armor.
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Quote:Resistance attacks love to debuff defense, because whoever designed them apparently forgot what a bad idea that was from the original 1-20 content. Not to mention that it seems like they just copied the same broken values from that old content. Because having your level 5 SR Scrapper's defense completely negated in one shot from a minion is fun!It's actually their weapons that are getting to me. Which wouldn't even be so bad if my attacks and mezzes would just freakin' HIT. Seems like they either hit too hard, attack too often, or their attacks are more accurate than player attacks at that level. Honestly, I give up at this point. I'll continue to take my existing Primal toons through Tip content until the devs get this mess sorted out.
Quote:There is very little that's wrong with Praetoria, or the lower level game elsewhere, in general, that would not be fixed simply by making Rest recharge in thirty seconds. Surviving a battle by the skin of your teeth is not intolerable. Having to wait three minutes to move on to the next is.
I don't see a downside, really? OMG REST IS OVERPOWERED??? Give me a break. -
From today's patch:
Quote:Though I'd like to know what "low levels" actually means.Toned down the Syndicate villain group, especially at lower levels:
* Removed one of the melee attacks from minions
* Created slower attacking versions of the Lts and Bosses for low levels. -
Well, Croatoa does have some farms. Lacking in livestock though.
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Is anyone else having this problem? Or is this something that just need to be fixed on my end? Basically at random the boards nuke my cookies and force me to log back in. It's a mite annoying.
On Firefox, by the way. -
There is. The level up, um, fireworks are uniquely ostentatious when you hit 50.
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Quote:I think the implication is that he's either spying on the Fort or funneling stolen doo-dads to the villains. I did get a good laugh from "Asking about this contact" on the trashcan itself.No, Trashcan is in Fort trident, under one of the ramps - you can talk to him, but it doesn't lead anywhere.
In fact, pretty much all the dialogue in both areas is actually rather funny, but I'll also say that they feel incredibly out of place. "You're a true blue hero, now feel free to listen to Positron crack bad jokes!"
I don't even agree with the location of their entrances. While I suppose any character above 20 can stay true to their alignment, none of my heroes stick around Atlas (heck, some never even go there at all). And having to travel across all of Cap to get a teleport to a TF contact that was probably equidistant away by ferry is just silly.
Considering that these hotspots are really for high-level characters, I think they need to be put in the end zones of each game - Peregrine Island and Grandville. Not sure what you'd do with PI, but I'd love to see the Crucible be made into a lounge inside the Grandville Tower.
I'd also suggest using the contact-dialogue-into-mission tech from Praetoria to make it so that instead of clunky teleporters everywhere, you can simply talk to the NPCs to get transported elsewhere. -
The door you can exit from is on the opposite side of the facility from the one you can enter from.
For clarity's sake, when you enter, you pop out of one of the small holding cell whatsits. The exit door is around the back of the main facility building, IIRC.
This tripped me up too. Thankfully someone else was in the same situation and helped me out. Definitely worth a /bug report. -
...Me? End Redux is sky blue while Flight Speed is a light teal color. That said, it does become more difficult when there are DO/SO item icons in the way.
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What's so frustrating is that they used to work correctly. Somewhere along the lines the "Unaware Dialogue" element got broken, and now simply activates at the same time as the "Active Dialogue".
This breaks oh, just about every mission in the AE, and most of the newer missions in the game from I6 onward. -
This was my initial concern, then the second was the programming effort to make them dynamic.
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Seeing as how a certain contact in Going Rogue doesn't exist in the gameworld and can only be contacted remotely, that technology can be used with adding Calvin Scott's TF to Ouroboros, right?
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Throwing in my observations, taken from a static 3-man team going through the Loyalist content:
1) Too many ambushes. Period. I know they're a good way of adding tension, but it's a little silly how many missions involve loads of ambushes, especially more than the usual 3 or 5 waves. Of note is one particular Syndicate mission that spawns ambushes right on your back multiple times without warning. Let's also keep in mind that due to how the ambush code works (AFAIK), they spawn locked onto a particular team member, which can be the squishy.
2) In an equal fight, the Resistance beats PPD every time. I know there's a vague in-story explanation for this, but that's really no excuse. The few times Loyalists have the opportunity to fight PPD, they're about what you'd expect from a 1-20 group, if a little easy. Whereas Resistance get to spray much more damage at you from range, and they debuff your defense too. Oh, and why the heck do they get to do good damage at both range and melee? I will say that by levels 16-20, they don't feel quite so rough anymore, but before that...
3) Destroyer issues:
a) Blast Masters need to be toned down. Their ability to spread lots of fire patches around stinks, even if the individual damage ticks aren't that strong. I think this is largely because they like to spawn three to a mob on teams.
b) Mad Dogs are immune to mez and knockdown/back. Really? Really...? An all-melee boss that's immune to control. Yeah. Sorry, but no.
4) Syndicate issue: Sword Masters are quite possibly one of the worst bosses ever designed. A boss-level enemy that can use a melee attack at range. That, many a time, would instantly drop my Dominator to 50% health. At range. No. And that's on top of their rather fast attack chain that piles on even more damage in melee.
Edit: And, just a small nitpick not directly related to difficulty - there's a touch too many Syndicate along the Loyalist arcs. In fact, I'm pretty sure you fight more Syndicate than you do Resistance.