IanTheM1

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  1. I am surprised and enraged (well, not really, more generally perturbed) to find that the Mercy Island Clocktower Courtyard is unavailable. Blech!
  2. As I so very quickly and brutally found out circa Fortunata Hamilton, the VEAT arcs...are not up to snuff. And I know plenty of other people have realized it as well.

    So, I toyed around with the idea a while back, but there's no chance I would be able to live up to my plan: construct and write a complete VEAT storyline from 1-50. With only 3 arc slots, no less.

    So I just had an awesomer idea: Let's all make a VEAT arc!

    I'm not expecting a unified storyline, and I'm not going to go out of my way to organize anything too much, but I'd love to hear if anyone's interested. I already have a great mission to work into a 1-5 arc.

    Just pick a level range, and write something befitting a distinguished Arachnos operative!
  3. I think the next EAT should be something new and not rehashed. Ohohoho.

    And on the subject of Shadow Cysts - I no longer fear them, after watching an uncoordinated sewer team at level 6~ take one down without trouble.
  4. Would help a bit with all those multi-level maps that are misordered, too. /signed.
  5. Quote:
    Originally Posted by AzureSkyCiel View Post
    AAAAAARGH! All my level fifties took so much damage from that bade joke they got EXP debted back to level one!

    Anyway though, on the note of the sky raiders, I've always felt that they were a group with a cool concept but needed more, namely a human boss or two, and some tweaking on the coding so the skiffs only appear on specific missions.
    Also probably bump down the Jump Bots to Lt. rank since them being so expensive and valuable doesn't seem like it'd help expand their operations at all, but they had a cheaper and more cost effective version, then yeah. Also, the jump bots could stand to have some integrated weapons into their systems.
    I'd love it if the Jump Bots had an attack where they flip around and burn your face off with their jet boosters.
  6. Seems like it should default for level 50s no matter what, but otherwise that's how exemplaring has always worked, AFAIK.
  7. Quote:
    Originally Posted by Olantern View Post
    I never really understood why they didn't just make them Flight Bots to begin with, which would have made a lot more sense for a group called the "Sky Raiders."
    I'm going to make the assumption (retcon or not) that Jump Bots do not refer to the act of jumping itself, but rather that they are traditionally deployed from aerial vehicles. Of course, instead of a parachute, they're equipped with a big honkin' rocket booster.

    Edit: Yeah, I just looked this up on ParagonWiki, and it's a straight-up retcon, but dangit, why would you build a jumping robot? Enjoy my fanon.
  8. That sounds like a tricky animation situation to rectify. What about outside clipping? How are you going to stop people from driving a car up one of those tiny little corkscrew staircases in Steel Canyon?
  9. Quote:
    Originally Posted by Motorheart View Post
    Firstly, if we were to have vehicles or something to that effect, they would have to be a veteran award or something like that, otherwise loads of people at lvl 50 would be really pissed off if it was from leveling.
    Unlikely to begin with, and even if it was power-based, we'd get a freespec to compensate. Not to mention that their mention is to point out how unlikely it is that we'll be getting them.

    Quote:
    Dig

    This is basically a new version of teleportation, but with some protection stuff as well as the teleportation stuff. Like 2 click protection things, Dig, and then a toggle. I only really thought of this because it could help RPers, and I am one. Give some feedback on this please.
    Not a bad idea, and I'd love to use it, but we're basically looking at a ground-restricted Teleport.


    As for the OP, love the ideas. I'm hoping we get the requisite lava/ice skating version of Fly.
  10. Quote:
    Originally Posted by FredrikSvanberg View Post
    I'd imagine you would share their phase, whatever it happens to be.

    Player A has finished phasing zone content, player B is just starting.

    If player A is leader, player B sees what player A sees, and vice versa.
    Part of me thinks this is an interesting idea to pursue (especially since I think we're at least 60% of the way there already, between RV and the MA contacts), but the other part of me thinks that it would get in the way of immersion, rather than help it.

    I suppose the problem I'd have is that it would help personal immersion, but skew group immersion. The idea of a dynamic zone changing just by me joining a team is bizarre, and it's only made worse when the zone reverts once I quit the team. At least right now you can pretty easily ignore or explain away Dr. Vahzilok showing up three times in a row, but a whole zone changing?

    On the other hand, using something like this for instances...hmmmm. Wouldn't be interesting if you did two Mayhem missions in a row, and for the second one the map is "battle scarred" since you just smashed the crap out of it? Or if the map explicitly phased based on your actions like in RV?
  11. Maybe I'm way off the mark, but isn't a common visual trope for ninjas a small squad of them jumping 50 feet into the air, then bouncing across rooftops and tree branches?
  12. Ninjas and beasts (well "The Beast", at least) could both use Super Jump without any concept clash whatsoever, since the animation makes no concept assumptions outside of "you jump high/far".

    Natural characters can easily...

    Justify Fly as a jetpack (Nick Fury)

    Take SJ anyway, and think of it as acrobatic travel.

    Use Teleport much in the same way that Manticore does/did, hacking into the MediPort grid.

    Take SS and not care how exactly fast you're going or the yellow glow. Your guy runs fast, so what?

    Or, take both Fitness powers and call it a day. Who needs a travel power anyway?

    Obviously, these will all be much more viable once we get the next phase of Power Customization, but nothing's stopping you much now.
  13. Quote:
    Originally Posted by Lycanus View Post
    The option for clues to appear on the first time a multi-quantity objective is clicked. (especially collections).
    Isn't this how multiple-collects already work?
  14. The main problem with this concept has always been that the threshold at which knockdown turns into knockback is about 0.75, but knockback comes in several different magnitudes, making a single catch-all enhancement very hard to make.

    I also suspect that certain powers are balanced around their knockback, which would reduce the scope of this.
  15. Quote:
    Originally Posted by Sigium View Post
    Oh no, the people will feel pressured to play their game, whatever shall they do?

    /signed regardless.
    This. /signed!
  16. Not to mention that Photon Seekers is not a true summon power. If I could use them like Seeker Drones to take/make the alpha, it would be a much, much better power.

    I also wouldn't mind if they did something to make Luminous Detonation (and the WS equivalent) not be absolutely horrible.

    And the requisite "make Solar Flare KD instead of KB". I'll stop now.


    Anyway, in my experience:

    Human-only PB: Brutal to play, but sorta-fun. You pretty much have to try and leverage your inherent when possible, and there's a distinct lack of good attacks in the set. I had to pick up Boxing to help fill a respectable attack chain. I blame the crummyness of Luminous Blast. Survivability-wise, they're actually really dang good.

    Triform PB: Very, very workable. Basically, if you want a class that can focus 100% on the forms with little trouble, this'll do it. Of course, on the other hand, this makes them a bit bland, IMO.

    Human-only WS: I've heard...interesting stories. Probably not outright terrible, but not really gripping either. If a really heavily disruption-based character appeals to you, I could see it being a neat idea. Otherwise, it would be kinda underwhelming considering...

    Triform WS: An absolute blast. A little micro-managey, but the amount of crazy stuff you can do is great. You always have options, and it's hard to die unless there's a lot of mez flying around. Forget Mire, it's all about Stygian Circle. <3
  17. IanTheM1

    Buff AR

    Ooh, I like that idea. Bump up Buckshot's chance to knockback, but reduce the mag to knockdown.
  18. Quote:
    Originally Posted by KaliMagdalene View Post
    That's not true. I listed multiple changes in CoH as well. Why do you misrepresent my post while attempting to chide me for hyperbole?
    He's not too far off the mark, though, whether you intended it or not.

    In your compare/contrast, you completely skipped over Issues 1-5, reduced City of Villains to a footnote, misrepresented the period between I7 to about I12 (calling it "maintenance mode"), entirely ignored Inventions (which sure as heck changed the game), and glossed over Flashback, Mission Architect, SSK, the new Difficulty Slider, and Power Customization.

    Whereas when listing all of WoW's features by expansion, you went into about twice as much detail, and listed things that are near if not direct equivalents of the very same CoX features you said were "nothing major".
  19. Quote:
    Originally Posted by KaliMagdalene View Post
    But there wasn't a complete change to how raiding works. There was a streamlining of how raiding works that makes things easier, but it was an improvement of an existing system. It was a very nice improvement, and a needed improvement, but it's not a complete change.
    Oh, I agree entirely.
  20. I could've sworn there was some sort of announcement about Rooster Teeth and Kurtz being involved.
  21. Quote:
    Originally Posted by Bad_Wonka View Post
    And by the way I was talking about gangbuster, I know what untouchable is, our team got it when we were going for gangbuster, we didn't need it we were getting badges for accolades, again it took like 30 minutes of running around St. Martial and we got it, along with Spider Smasher.
    The only reference in that paragraph was to a Fire/Emp, so... *shrug*
  22. Quote:
    Originally Posted by FredrikSvanberg View Post
    * A nest egg. The deleted character's influence is split into 5 packages and rewarded over the next character's life, every 10 levels. The enhancements are similarly hidden in a treasure trove which can be found by completing a special mission at level 50. The trove will function as a SG base enhancement bin but only for the character who found it. It will contain all the enhancements the level 50 character had at the time of deletion. There would be 5 different treasure missions, one for each origin, with corresponding Trove locations in different places. The Magic origin Trove could for example be found in Potter's Field on Sharkhead, or in Dark Astoria.
    You can pretty much do this already (I've done it on several deleted characters who weren't 50 - even converted all their enhancements to Inf with a respec), but I'll admit that the idea of treasure hunting missions is pretty cool.
  23. Quote:
    Originally Posted by Bad_Wonka View Post
    Sure Fire/Emp is good AoE but can't push out the damage... the key here for me was being 50. I know there are some builds out there that can do that damage. For Gangbuster though, it was good to have single target damage, wreck the boss and move on... don't see how being single target would make it "mindnumbingly long and BORING" in that case...
    Gangbuster is the villainside badge for defeating 200 Marcone Capos and Consiglieres. You seem to be thinking of Untouchable, which is only 100 of any blueside Family boss.

    Quote:
    They're all "attainable" and all easy to get, this is just people getting lazy, like wanting mission teleporters because travels have become "slow". Or wanting a portable WW or BM. How do you think the people who already had Empath feel?
    I don't really see what leg they could stand on, since the only realistic way to get Empath was to gladiator farm it, AFAIK. Again, these badge changes are not about making things easier, they're about making things fair and fun. Getting Banisher is now more laborious than Illusionist, which is disturbing and sad.
  24. I'm fairly certain ToT mobs now latch on pretty firmly to their summoner, and will despawn if left alone long enough.

    Plus they drop the Halloween salvage in the '09 version of the event, so there should be a lot fewer abandoned mobs.
  25. Quote:
    Originally Posted by Captain_Photon View Post
    Well, yes, but I can see their point all the same. Even at level 50 there's that sense that you're a strictly-B-list hero in the City of Heroes universe. That, to use the way of things in an established comic universe as a metaphor, you might have your own title, but the next time Geoff Johns writes a 12-issue megacrossover, you're gonna be one of those guys who dies in the big fight scene on page 17 of issue 3.

    It gets a little annoying after a while, but sadly I think it's an inevitable part of the cost of doing business. Player characters can't be the superstars of an MMO's universe. The shared world and the need to keep the status quo immune to player input both ensure it. That puts the MMO model a bit at odds with what some people may be expecting from the superhero genre.
    I still don't see where that perspective comes from. The signature NPCs don't do anything, at least not blueside.

    And besides, for everything else, there's the MA.