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Posts
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I was always under the impression that Tyrant wasn't looking to kill Statesman in the first place. He's captured in that weird stasis field because he's a better conversation piece that way, not because Tyrant couldn't beat him in an out and out fight.
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It's a deliberate design choice, and that's all I'm going to say due to the can of worms these sorts of posts open.
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I'm not a fan of that sort of implementation, but I've long maintained that a strategy game where you took control of the various armies in the CoX-verse, like the Vanguard, would be awesome.
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Quote:Maybe it's just an error, but Pither seems to think she's the governor of Cap. I always took that to mean that while your villain was busy stomping a path up the Arachnos food chain, so was Darque, starting off as Marshall Brass' assistant until finally putting herself above Aeon.I think you mean Port Oaks. And who is Olivia Darque? I've heard the name, I might have even rescued her one, but there's practically nothing about her that I'm aware of.
Also, yes, Ghost Widow has command of Mercy Island, but like the rest of the Patrons, she spends most of her time at Recluse's side or out on tasks (she was investigating the Port Oaks ghosts) so I'm sure the island would need at least a de-facto governor, much in the same way as Sharkhead Island is under the control of Kirk Cage and the Cage Conglomerate, despite it technically being under Mako's keep. -
Quote:Olivia Darque is the governor of Cap, I'm pretty sure. And Ghost Widow oversees Mercy, though I'm not sure to what extent.For Mercy and I Cap I don't know, but Dr. Aeon is the governor of Cap Au Diable, Kirk Cage is the governor of Sharkhead Island and Johnny Sonata is the de-facto governor of St. Martial Island. It's possible that Emil Marcone is acting governor of Port Oaks, though I can't be sure. I don't believe Nerva has a governor, and Grandville doesn't seem to need one.
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Just for the ability to choose an icon for macros, /signed. And hopefully better labeling support too.
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For the top, I believe that Diamond Blend would create the same effect without the sharp line, though it's not as perfect a match.
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Better be a Martial Arts character. And their battlecry better be "You've been pantsed!"
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The furred shoulders are exclusive the Bolero; they're not a separate piece unfortunately.
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Hmmm...
Try replacing the leg pattern with Blend, so you lose the sharp lines. It means less overall white on the legs, but it would likely look more natural.
As for the face, have you tried fiddling around with masks? If you have the Science pack, one of the Detail 2 breathers might be a decent stand-in for a muzzle. And pandas don't have whiskers, so you're free to drop those anyway.
And to lose the scowliness, I'd just try a few normal faces. Between the eyes and the mask, you won't see terribly much of it if you're concerned with it not looking beastly enough.
Edit: Since I needed an excuse to log on anyway, have a look at my attempt. I wandered across a more evocative hairstyle, though I forgot which direction Blend went in. It still came out good, though, and combining both Science breather and goggles made a very cute Robo-Panda design that I wish I had a use for. -
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You need each of the four pieces of special Halloween Salvage earned by defeating "Trick" enemies spawned from knocking on doors.
Check this ParagonWiki article: http://wiki.cohtitan.com/wiki/Hallow...a_Costume_Slot -
Invisible heads? /signed. Invisible everything? Sounds like a PVP nightmare, as well as making 90% of the powersets in the game look silly if we're talking invisible arms.
Totally signed for full body ghost options though. -
Quote:PI -> Talos -> Steel Canyon/Skyway City -> Galaxy. Three hops. That's not egregiously more than villainside. The Chantry -> Boomtown example is questionable (I just don't know if that's a real example or not), though FBZ -> FF (Quaterfield) is only three as well.Bah, you are just jealous that we have a cool helicopter to fly in, instead of those trains that do not even stop at every zone.
But seriously. Red side has less zones and every normal zone can be reached in 2 hops. So it is much easier to travel. On the hero side you need Ourosbouros, Pocket D, Vanguard shortcuts and Superbases to travle conveniently from zone to zone. Imagine having to move from PI to say Galaxy wtthout any of those to help out.
And lets not even start about those trial zones. From the Chantry to Boomtown?
On the red side, those shortcuts are not as needed because every zone is two easy hops away.
Also: Why are shortcuts a bad thing? -
Quote:You do realize that people run teams that don't necessarily have copious amounts of AoE damage, debuffs, controls, are fighting AVs/GMs, or have a Tanker trying to keep aggro? Not all teams are looking for utmost efficiency, I'd say most are just looking for fun and XP.I'm not buying the idea that it is, in most situations, as efficient in mitigation as other options would be, seeing as it scatters stuff for AoE damage, debuffs, controls, doesn't work against AVs/GMs, makes aggro harder to keep, and in the end requires time spent positioning.
You also realize that knockback, thanks to ragdoll physics, is basically a free 3 second Hold that's far more common than actual Hold powers, right? Not to mention that Bosses can be knocked back in one shot, whereas they generally can't be Held without two applications.
Of course, in the end, the two most common sources of these complaints are from melee players who can't bear the thought of pressing the forward key, and people who are far too concerned with squeezing the maximum XP per second out of their team. Thankfully I'm not obligated to team with either. -
Quote:How is protecting the city less heroic than raiding a villain base (which we do on a regular basis anyway)?Wouldn't it be cooler if the villains robbed a bank and the hero "equivalent" was something hero-ish: like, invade a villain base or something like that? Assault the rogue isles and take out a villain base maybe?
Quote:Why is it (almost 100%) "heros get one, villains get one" lineup when new changes are announced? Why not something that villains get and heroes don't get at all? Why isn't it something where villains get apples and heroes get oranges and you can't compare the two because they're so different? The black market's the same, the university's the same, the power prolifieration was right down the middle.... At least the epic archetypes are different, but there's only a modicum of difference for the patron powers. I LIKE it, hell, I LOOK FORWARD to it when content ISN'T UNIVERSAL. It makes it less repetitive when I'm bringing up a new character and I want to do that MORE!
I'm not saying exact parity is a great idea, but I know where they're coming from. And to be fair, that parity has led to some interesting storytelling opportunities, like the Mender Silos TF, that crosses over between sides. Even so, I'm still holding out for a new villain-exclusive zone myself. -
Pretty sure it came with I9, but if not definitely I10. Though I'm pretty sure it's salvage drops and not enhancements.
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Quote:If they don't care about their badge count, why do you care about them "padding" their badge count?i realy realy realy hate to say this nice i am against nerfing badges but i do think that days jobs SHOULD BE nerfed. but i realy do not think that more badges should be nerfed just so more poeple who do not care about badges can pad there badge count.
Also: The latest badge changes were requested by badge hunters back in I16 beta. -
Day Jobs are not a reward for not playing your character. They're a reward for either playing alts or taking a break from the game once in a while.
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And give Commando Gun Drone like he's supposed to. >.>
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I agree with this idea, but only because implementing it would basically force them to bring demos up to a more malleable standard in the process.
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Quote:I feel exactly the same way, actually. But costume pieces are a very special exception in my book.But we get so much in this game for free already. In fact, there's so little that we actually have to put in work for that the embodiment of your quote pretty much sums up my feelings of the attitudes of far too many players.
Quote:1. You're not being 'forced' to do anything. Costume pieces are purely aesthetic.
Quote:2. Forcing player interaction? I draw a line at some point while playing an MMO: Don't force me on 17 'Collect 50 Artifacts of Useless' missions, don't force me to play in a certain zone, and don't force me to have to upgrade my entire character every level... Forcing player interaction? I'm sorry, but I have to think that you're nutters. In an MMORPG, player interaction is a prerequisite; it's one of the foundations of the game... Of the genre! If you have such a problem with 'forced player interaction', then do you not like support sets because it puts you in a role of teaming with someone? Or a taskforce because it requires teaming? Or Arch-villains, because they require (in many cases) a team?
Consider the process required for me to get my hands on a certain piece:
1) Someone has to like to craft.
2) Someone has to want to craft costume parts, and not just IOs.
3) Someone has to have one specific specialization out of five.
4) Someone has to craft those particular parts, probably extra ones, out of the kindness of their hearts or out of pure profit and then sell/trade them.
This is the equivalent of making an exclusive costume recipe on each side of the game, that is only usable on the opposite side, and requiring people to switch over in order to do anything with it. You're adding hoops to jump through for the sake of needless depth, which unfortunately shows that what your idea amounts to is "add more craftable costume parts, but make them more annoying".
Thanks for the ad hominem, though.
Quote:3. An 'impassable obstacle'? This idea isn't asking for a kidney, it's asking you to choose a single crafting specialization, and make some awesome costume bits. If you find you want some costumes from one and some from another, you're going to have to bite the bullet and interact with fellow human beings.
All in all, your entire argument comes off more pretentious than it does helpful. Had this been a reply for a console game that would involve achievements to unlock costume pieces or something, I'd have some sympathy, but this is a(n) MMO.
What I'm rather struck by is how similar this is to another idea I read about recently. -
Quote:I think Justice pulls together nicely (but I've always thought it is a bit bulky), and Enforcer is workable (it mostly suffers from a lack of leg details). I can't entirely say on Vanguard since I've never actually looked at it too hard (what good is a costume set I can't get until over halfway through the game?).One thing of note - as with all costume sets, if you use every piece of it and go for a complete set with all the details and trimmings, you end up looking RIDICULOUS. This was true for Justice and Sinister, it was true for Enforcer, it's actually true for Vanguard, it's SO VERY TRUE for Valkyrie... Whole sets with nothing but the sets all coloured the same just look silly, and I have not seen them look anything but, myself. As always, mixing and matching between sets to add some variety and some interesting elements to the set is far superior.
But very true for Sinister, Valkyrie, and Ulterior I'll definitely agree. The pieces are just too overwhelmingly busy, or have overly ostentatious details.
Though like how you use ExoProto - color matters a lot too. Justice is probably far more garish if you use strong colors, but using a dark blue with desaturated blue highlights has served me well for one my characters. -
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Forcing player interaction (whether by direct trading or an auction house) by locking down options has always rubbed me the wrong way.
Anything that acts as an impassable obstacle to earning any costume piece is a detriment to the game, IMO.