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Posts
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Joined
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Quote:Spirit landsharks.School of Sharks, Spirit Shark, and Spirit Shark Jaws all create landsharks
More seriously, if they just wanted sharks in the water, why not treat them as citizens? (if they don't aggro and can't be killed, then they'll stick to their preset paths, yes?)
And presumably because the goal was to make them a fightable enemy. Sharks without the ability to shark attack are just dull. -
Quote:This. From the little I know about the (constantly revised) system, and from what I've been able to loosely interpret, characters would take on "Skill Challenges" which would be represented by an object of some kind - a computer to hack, or whatever. Presumably the skill inspirations would temporarily boost your skill level or somesuch, thereby making the challenge easier. They definitely showed up in the files some time around I5, which was when the system was supposed to come out.I'm pretty sure those are just resources from earlier versions of the day job/ Super Secret Out of Combat System (SSOCS) that never got put into the game because they could never find a way to make it "fun" that satisfied them.
Not entirely sure about the Recall one though. I want to say it's been in there the longest. -
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I was hoping this thread was a request to standardize "Stun" and "Disorient".
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It's not a skeleton/model issue. There's an anecdote that BABs posted about concerning putting those sharks on the coasts of the Rogue Isles as fightable entities. It didn't work out because they couldn't keep them in the water because then they could be kited by default, and they couldn't have them chase players onto land, because that would be silly.
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Yup. Basically at some point the "teleport my pets to me now" function that elevators had started applying to all pets, even pseudo ones. I've seen Quicksand follow up elevators too, for instance.
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Player characters are not allowed to have two or more capes, as per Jay. It's also why we won't be getting the designer outfits from the fashion show mission either.
That said, in I12 beta the arm rings that the Sybils wear were leaked in the costume editor. I'd love to see those. -
I seem to recall a handful of the lower level villain groups already did get a revamp in the form of higher definition textures, such as the Outcasts.
That said, I'm not sure I'd want them to really overhaul citizens for two reasons: 1) They're really not that terribly important. 2) They tend to come en masse. More detail = more potential lag. -
As I recall, they're enabling inspiration trading in co-op zones in the future, but otherwise keeping everything else locked down. If you want to try and take items over to the other side, you have to go through the entire side-switching process, which I assume is relatively long in order to prevent abuse.
And they've already confirmed no merged market in GR. -
I said I didn't quite remember. Sheesh.
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I'm still not quite sure why they put a big honkin' vault, let alone two identical ones, in Pocket D.
Not that I really frequent it anymore, but it really wrecked some of the aesthetics. -
Problem: Snipe sets include Interrupt Reduction, which Assassin Strikes are otherwise not allowed to slot.
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I'm not sure if Paragon Studios kept the same policy, but back under Cryptic the devs got a nice long vacation during the holidays. I don't remember if it was all the way from Thanksgiving to New Years, but it was pretty close.
I honestly wouldn't expect any really big announcements until January. We're mostly waiting on the Winter Event for now, which should be starting next week if the previous ones are any indication. -
Honestly I've never understood the concept (or appeal, outside of min/maxing) of damage procs much. But with Dual Pistols bringing us damage type swapping tech, I'd prefer it if they simply made a new type of IO that fully converts 10% of the damage from an attack to another element, if possible.
Only main problem is how they would work with attacks that already do two damage types. -
Quote:<Insert standard code rant here>Heck, you can use the same cylinder skeleton as the jaegers and spiders for things like dogs and big-cats maybe.
Quote:I'd also still like to see sharks in the water, and I don't care if they follow me on land...it's a fantasy setting anyway. -
I'm reasonably certain mission pets can already be Recalled. And I know that in particular missions, the pets you gain do show up on your pet list, but I believe that's due to how they're spawned...
Either way, /signed. Especially if it was coded so that mission pets showed up on a temporary pet window for everyone, not just whoever's leading them or those who have the window enabled. -
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I know I've seen it show up in the pet window, and a quick check with a friend who also plays a Plant/ Dom said the same thing.
Not sure why it's targetable while Triage Beacon is not, but then, that's how things went back in the day. -
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Back when that change went through they said it was some sort of technical issue related to TP Foe-ing Malta Gun Drones. I'd like to see them go back and address it.
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All they need to do is change the mission complete bonus Day Jobs to a charge-based system and I'd be happy. Right now they blatantly favor speed-runs over normal play, which is bad.
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Not sure if I like the idea of them being for sale, but SOME kind of non-contest way to get permanent costume powers is something I would support.
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Yup, pretty much any weapon set can work as Psi Melee. I personally go with properly-colored dual daggers in Dual Blades due to their short length, but I still have to look into the new Vanguard options for DB.
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Yup, only Follow Up and Build Up are mutually exclusive, AFAIK.
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I'm not seeing the logic of the system. Why would using a melee attack after a PBAoE give a to-hit buff?