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Posts
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Joined
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Wow, you are deep into concept, there. Me likee. I like the way you've created stages for her twisting and thought it all out, very nice.
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I've been kind of looking at ZBrush since its debut. What's your general skill level? (Mine's zero.) How long did that take you? How easy is it to use?
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Oh heck yeah. Like he's ten seconds from bringing the pain.
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There are a lot of terrific costumes in the stickied thread at the top of this forum. Lots of people have shown cool costumes in the thread in my sig, too.
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It does indeed look pretty cool. I like the way the energy looks to be swiring around you.
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I thought that was a nice feature. It was odd to see it in the final screenie, because I was obviously setting up the encounter for a screenshot and paying attention to the camera angle and timing the attack and all, yet it wasn't there during the battle itself. It's not on any of the others, either. Wackiness. -
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A little choice pruning nad that might make a cool computer background.
Nice shot!
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Kaaboooooom!
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Niiice. -
A recent poll claims most kids are terrified of clowns. This is why.
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My Ice/Fire Tank Burnt Tundra taking on a Hellion. No idea why there's white along the bottom, but I think it looks cool.
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Upon being invited to a challenge and accepting, both members would switch to a flagging scheme such that they could only attack one another. No one else could attack them and they could not attack anyone else. (I do not know if this is possible with existing tech.) If the challenger or challenged is a team leader, then all of their team would enter the challenge on their side.
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On re-reading HB's post, I think this part is unworkable because it's too easy to exploit. Arrange to meet a buddy in PVP, then work out a scheme for one character or the other to earn the merits or whatever other benefits are in the zone. -
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I think Human_Being's assessment of PvP is excellent. His solutions, not so much.
My concern is the sheer amount of work it would take to implement those ideas. As HB says, it's a gamble that might not pay off. I know I speak for a lot of people when I say we don't want the broken-at-concept PvP detracting from our PvE experience, or keeping content from being added to the game.
The other main issue I have with HB's solutions is that they are complicated not just from the developers' standpoint, but also from the players' standpoint. That's a lot of work to switch from a PvE build to a PvP build. I'm probably one of the few people who don't particularly care to respec my characters. I especially hate to do it when they are higher level. My level 50 Blaster and level 44 Tanker would benefit from a minor respec so I can add IOs to their build, but it's such a daunting task that I won't do it. So I'm certainly not going to it for PvP.
I think the solution needs to be simpler, as simpler is always better. And that solution has been around for years: every player is the same.
The single most glaring issue with CoH's PvP is the rock-paper-scissors balance. As we've seen, that simply doesn't work. Contests are never fair, ever.
So here's the K.I.S.S. solution: when you enter a PvP zone, you are exactly equal to everyone else. Everyone gets 100 Endurance. Everyone has 200 Hit Points. Everyone's Tier 1 attacks do X amount of damage and take Y time to recharge. Everyone's Tier 2 attacks do 2X damage and take 2Y time to recharge.
Yes, that means that a Tanker's Fire Sword does the same damage as a Defender's Blazing Arrow as a Mastermind's Dark Blast as a Stalker's Gambler's Cut and so on. No respec necessary, no complicated schemes to allow this or disallow that, no adding stores or storage or whatever to PvP zones. Just a straight out, across the board levelling of the playing field.
This sort of thing has come up before, and I actually saved a screenshot from 3 years ago. (Although the sig seen there is from post-ED, the post is 9 months before CoV's release.)
As to the PvP flagging idea, taken at face value it seems reasonable, although I do agree that going to a PvP zone should mean that you're going to engage in PvP. Flagging is, in essence, acknowledging that the game's PvP is broken, and it's really a band aid rather than a true solution. With a "Monster Code" in effect for everyone, that should remove a lot of the odiousness from the situation, meaning that a PvP flag wouldn't be as necessary.
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Why stop there? Why not remove all ATs, sets, powers and enhancements from the game entirely? Give everyone 100 HP and brawl and everyone is balanced. No more PvP imbalances, no more farming, no more empath whining, everyone would be equal. Of course it would be mind numbingly boring and everyone would quit, but that's a small price to pay for a perfectly balanced game.
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You don't think it's mind-numbingly boring now? Weird. Right now it's "roll FOTM or lose." At least with a level playing field everyone has an equal chance without having to look up the current most effective build then roll one and PL it until it's ready for PvP. -
I think Human_Being's assessment of PvP is excellent. His solutions, not so much.
My concern is the sheer amount of work it would take to implement those ideas. As HB says, it's a gamble that might not pay off. I know I speak for a lot of people when I say we don't want the broken-at-concept PvP detracting from our PvE experience, or keeping content from being added to the game.
The other main issue I have with HB's solutions is that they are complicated not just from the developers' standpoint, but also from the players' standpoint. That's a lot of work to switch from a PvE build to a PvP build. I'm probably one of the few people who don't particularly care to respec my characters. I especially hate to do it when they are higher level. My level 50 Blaster and level 44 Tanker would benefit from a minor respec so I can add IOs to their build, but it's such a daunting task that I won't do it. So I'm certainly not going to it for PvP.
I think the solution needs to be simpler, as simpler is always better. And that solution has been around for years: every player is the same.
The single most glaring issue with CoH's PvP is the rock-paper-scissors balance. As we've seen, that simply doesn't work. Contests are never fair, ever.
So here's the K.I.S.S. solution: when you enter a PvP zone, you are exactly equal to everyone else. Everyone gets 100 Endurance. Everyone has 200 Hit Points. Everyone's Tier 1 attacks do X amount of damage and take Y time to recharge. Everyone's Tier 2 attacks do 2X damage and take 2Y time to recharge.
Yes, that means that a Tanker's Fire Sword does the same damage as a Defender's Blazing Arrow as a Mastermind's Dark Blast as a Stalker's Gambler's Cut and so on. No respec necessary, no complicated schemes to allow this or disallow that, no adding stores or storage or whatever to PvP zones. Just a straight out, across the board levelling of the playing field.
This sort of thing has come up before, and I actually saved a screenshot from 3 years ago. (Although the sig seen there is from post-ED, the post is 9 months before CoV's release.)
As to the PvP flagging idea, taken at face value it seems reasonable, although I do agree that going to a PvP zone should mean that you're going to engage in PvP. Flagging is, in essence, acknowledging that the game's PvP is broken, and it's really a band aid rather than a true solution. With a "Monster Code" in effect for everyone, that should remove a lot of the odiousness from the situation, meaning that a PvP flag wouldn't be as necessary. -
Illidan's stuff is always cool.
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Wishlist:
Windows -- Doom had them 14 years ago, why can't we? Tired of bases that look like basements.
<ul type="square">[*]Not real windows, just simulated ones. [*]Different sizes, from portholes to enormous wall-sized picture windows. [*]Take a screenie overlooking a zone and use that. [*]Better yet, allow us to take a screenshot from wherever we want the base to be, then use that shot. Clever people will take shots looking in all four directions from a building and put windows overlooking those areas on the appropriate walls.[*]Also include screens of places not available in-game: Earth orbit, undersea, the moon, inside a live volcano, etc.[/list]
Multi-level bases -- just for more flavor.
Personal apartments
<ul type="square">[*]1-3 small rooms each player can add for their character, decorated at little cost. [*]Give personal decorations its own sub-menu and make that stuff super-cheap. [*]Also, the rooms should not count towards base size, rent, control, whatever. Completely off the books. This will get people more involved with SGs, make the bases seem larger, etc.[/list]
NPCs and "player ghosts" in bases
<ul type="square">[*]Veteran pets[*]Technicians[*]Robot butlers/maids[*]The "player ghosts" thing: use the information about your own alts and put them in the base, walking around, working, relaxing, doing whatever. Especially for smaller and one-person SGs, this would give the base a feeling of being used, rather than just a decorated version of your parents' basement.[*]The more actual players are in the base, the fewer NPCs are there. If it's just 1-3 players, then 5 NPCs; 4-5 players, 3 NPCs; 6-8 players, 2 NPCS; 9 and up, 0 NPCs.[/list]
I'd love to stand on the balcony of my base, looking out the enormous picture window at the Earth spinning below. Glancing down and to the right, I see my Arrow Blaster stringing his bow, and over there I see my robot Tank deactivated and plugged into the recharge cradle, while a hired technician goes over his readouts on the laptop beside him. Across the base I can see my Defender relaxing in front of the TV, while my Controller putters in the kitchen and then wanders back to his room, closing the door.
Tell me that wouldn't be ten shades of cool. -
Is it just me, or is anyone else finding that while Defiance 2.0 is good at 50, it's definitely lacking any oomph at lower levels? My level 31 Ice Blaster and my level 24 Fire Blaster don't seem to get much benefit from the new version.
At least this is how it "feels." I, too, would love to see some numbers on this. -
Thanks. Now I'm just wondering, "Cape or no cape?" I'll cross that bridge when I come to it, since he's only 10.
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What about a more civilian look?
Keep the long sleeves, and work in blocks of color. Make the top all white, for instance, with black pants, gray belt and gray shoes. Or gray slacks with black belt, perhaps using black as your splash of color here and there. Glasses -- especially the ones with transparent lenses -- can work wonders for a civilian look. Black frames with transparent glass. -
What's his backstory? And what about a cape?
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I have two characters like that. One is a shapeshifter named Polly Morph. I really wanted her to have different powers for the different costumes, but oh well.
I've never heard of Crazy Jane, but it sounds interesting. GMTA. -
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Well if you are doing clue type pic I can be any of the characters cause I got a toon of every color. Mostly likely you'd need me for Pr. Plumb cause I don't know many characters out there that have purple as thier primary color scheme.
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Oh, I've got a few....