Jade_Dragon

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  1. Quote:
    Originally Posted by BackAlleyBrawler View Post
    You'd be wrong.
    Remember, folks, you can customize a click or the activation animation on a toggle. Customization apparently doesn't let you effect how your character moves after the activation animation ends.

    So without more changes I'm guessing you won't be able to customize Flying to use the flyposes that were developed. Which is a shame, it seems like it would be perfect.
  2. Quote:
    Originally Posted by AlienOne View Post
    Because in both of those zones (according to the supposed storyline), Heroes and Villains have chosen to *reluctantly* team up to fight a common enemy?
    Personally, I would go with the explanation that, if you ever engage in combat with a hero or villain operating under the direction of Vanguard in that war zone, you will be banned from it forever. The same goes for Pocket D. So you don't engage in combat with the other faction because the access to the area is more valuable to you that your moral imperative to combat the other side.

    I'm guessing that similar restrictions will be placed on the Rogues is Paragon City and Vigilantes in the Rogue Isles in GR. In essense, by making yourself a Rogue, you've expressed a willingness to work with heroes. Attacking a hero in Paragon City would pretty much nullify that, making you a Villain again. So out you go.
  3. I've always wondered why it wasn't called Feint.
  4. Quote:
    Originally Posted by MLEdelen View Post
    Can we please get more powers and costumes more related to Super Heroes? Maybe the ability to change my fire/kin into living fire form.
    Assuming this is not a troll, if you want to have a "living fire form", get to level 30, make your costume solid orange with orange skin, and then select a Fire Body Aura from the Tailor. Alternately, you can use the Stealth power to make your costume transparent, and then you will look like a vaporous form made out of fire.

    If you want to "flame on" you can even do this for a second costume, and switch back and forth between that and your "civilian" form.

    Anyway, Batman may not use guns, but he DOES use martial arts. If you were to eliminate all the DC and Marvel heroes that use martial arts, guns, swords, bows or other weapons you would have to eliminate Batman, Green Arrow, Hawkman/girl, Captain America, Daredevil, Elektra, Hawkeye, Punisher, Nick Fury, Iron Fist, Deadpool, Thor, and from outside the DC and Marvel rosters, The Shadow and The Phantom as well. And that's just off the top of my head. Now, some of those heroes have powers in addition to their weaponry, but Batman, Green Arrow, Hawkeye, Punisher and The Phantom certainly have no super powers at all. (Neither does Cap, really, unless you want to consider being "the peak of physical condition" his power because he got it from drugs and not genes/training) Are you saying those characters aren't superheroes?

    The problem isn't really that there are non-super power sets, it's that because of the wide variety of weapons used by superheroes that there are so MANY of them. There are four weapon melee power sets, Broadsword, Katana, Mace, Axe and Dual Blades, but only one Fire Melee. This is unavoidable, really, in fact originally the devs intended for there to be only one Weapon Mastery power set, but it was too awkward with the character switching between different weapons all the time, with a redraw for each. At least there is only one Assault Rifle set, although Archery and the coming Dual Pistols are in the same "theme".

    There are just too many weapons used by superheroes that aren't in the game yet. Plenty of superheroes use a staff or bo sticks, from Robin to Daredevil to even Batman, at times. There are no options for Controllers or Dominators to use grenades and traps to hold victims, and even Batman's gadgets are only barely represented by the Weapon Mastery epic and Ninjitsu. Most of the "superpowers" are in the game, fire, earth, ice, weather, lightning, only water and, to an extent, wind have yet to show up. The old standbys of super strength and invulnerability, and the travel powers of super speed, leaping, flying and teleport are all there.

    So, if you want more "super powers", what powers would you recommend? Stretching, Growth/Shrinking, and Shape Change have all been mentioned, and described as extremely difficult to implement with the game's engine. Swing Lines, Wall Crawling and Vehicles have all been suggested as travel powers, Swing Lines, again, difficult to do and not make it look cheesy, Vehicles have been vetoed MANY times, and Wall Crawling is quite frankly, just too limiting and likely to be too obvious a copyright infringement. I can't see anything Wall Crawling would give you that Swing Line wouldn't do better.

    Really, except for Proliferation of existing sets and their themes, I don't see that there's anything to add BUT non-super powers. But please, suggest something else. Fire is already in the game, but maybe you can come up with something else?
  5. In short, it will not be so open that both factions will be able to freely go to all areas.

    There will be certain areas that will be open to both factions.

    There will be certain areas that will be open to members of both factions that choose to do "side switching" quests that bring their alignment into a grey area.

    There will be members of both factions that, if they do not bring their alignment into the grey area, will NOT be able to go into certain areas.

    I reckon that this is something like WoW. Probably if you do not have the proper standing with the other factions, you will not be able to enter their areas. At any rate, there are bound to be those players of certain factions that have no interest in entering the areas of the other factions. They will either create a character to play there, or ignore that area.

    If that was your original intention and you did not know that was the way GR is going to be, good for you. Now you know. And knowing is half the battle.
  6. Quote:
    Originally Posted by SakiNeko View Post
    Very informative, and thank you, but I think what was being asked was the actual costume change emote title to use. I have tried using "ccninjaleap" and "ccninja_leap" in that equation with no luck. So please, does anyone know the actual title for the ninja leap and smoke bomb emotes?
    It's "ccninjajump".

    Probably "ccninjaleap" should be set up as a synonym.
  7. Quote:
    Originally Posted by Golden Girl View Post
    I'm not sure it'd be possible to copyright stuff like that anyway - maybe the looks and names, but not the actual mechanics.
    Like for example Cryptic could perhaps copyright the name "nemesis system", but they couldn't copyright the idea of making a player-created nemesis system
    That, folks, is the difference between a copyright and a patent.

    Also, since most of the technology of this game was developed by Cryptic in the first place, likely NCSoft paid to license the patents. So whether Cryptic or Paragon continue to develop content based on the same patents, I'm guessing they can't sue each other over it. As long as one or the other doesn't develop something worthy of a new patent.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    And really, losing access to the powers wouldn't make sense. I mean, if I learned (say) how to bleed a brake system from my neighbor, and a year later I get into a bad argument and never speak to that neighbor again, or they move and I don't know how to get ahold of them any more - I don't forget how to bleed a brake system.
    The dev argument seems to be that it's more like you borrowed a rake from your neighbor. If you get into an argument, the neighbor would demand the rake back.

    If it's your rake, or your car's brake system, then you can modify it however you want. (Unless you own the same kind of car as your neighbor, your brake system isn't exactly like his anyway) The powers come from the Patron, therefore they must look the same as if they were used by that Patron.

    And yes, I do think that's inconsistent with being able to choose from any Patron Pool after doing just the one arc. I'm not writing this game, so I'm not making the rules.
  9. Quote:
    Originally Posted by Dispari View Post
    The [DBZ] characters don't "run" that often in the series. But when they do it's usually an arms-back type thing like what it looks like to run backward with the Ninja Run.
    The arms back pose is also extremely common in Inuyasha and Ranma 1/2.

    This may be the less common variety, but I have to admit I recognized it the instant I saw it. And had to restrain my impulse to burst out laughing. (Happy laughter, not insulting )

    It may have been designed more with the "weapons drawn" pose in mind as well. Although again the Claws and pistols seem off.
  10. Quote:
    Originally Posted by Catwhoorg View Post
    Beastly running on all fours!
    While I don't think that could be done with the existing body skeleton (arms are too short) beastly bounding along at a run MIGHT work.

    It would definately fit my transformed dog character.
  11. Quote:
    Originally Posted by Memphis_Bill View Post
    Give Heroes "mentors" (patrons) that can't be changed, give villains APPs that can." That way both sides have RP-can't-be-changed options and generic-power-can-be options.
    I think that would be a good idea as well. And fit in nicely with Going Rogue.

    Although as mentioned elsewhere, losing access to Patrons because you're now on "the other side" brings up new issues. If you can't change a power because it's connected to the canon Patrons, though, then that would suggest you should lose it if you lose your connection to the Patrons. Logic is logic.
  12. The fact is, VEAT weapons are ALREADY customizable. And they can be any color we choose. Widow claws can be bright pink, Arachnos machine guns can be white with lime green trim, Crab Spider arms can be bright red and yellow. There is no limitation in the character editor that says, "You are using Arachnos supplied equipment, it must be a canon color and appearance". There are limited options, I think there's only one choice for claws, but there are at least three for machine guns, and I see no reason why Babs can't add more options, some just variations on the Arachnos theme, some more generic for use with the "civilian" costumes.

    On the one hand, this makes the argument that the blast effects have to be a canon color less tenable. If machine guns can be lavender, why can't psychic blasts? On the other hand, it brings up an obvious engine limitation, you can have EITHER your weapon OR your weapon effects tinted. You can't have both. We established that with Spines, and BaBs has confirmed it for Claws, Shields, and the other existing weapon sets.

    So unfortunately, this means that Wolf Spiders, Crab Spiders, Bane Spiders, Blood Widows and Night Widows can't have their Primary powers tinted. You can change your Arachnos gun to have a number of different appearances, but the bullets it fires and the impact effects it has cannot change appearance or color. That leaves Fortunata Blasts, and the aura powers of the Secondary, like Mind Link, Fortification, and the Leadership clones.

    That being said, I do think those powers and those of Kheldians should be modifiable. If it better fits the canon for there to be limited choices, like for Widow Claws or Soldier Machine Guns, fine. Limit Peacebringers to light colors and Warshades to dark, just like Ice Armor is limited to saturated shades, and Earth is limited to earth tones. I personally wouldn't limit Fortunatas at all, but if you want to restrict them to reds, pinks, and lavenders, okay. Customization is not about being able to pick a wildly contrasting color from the standard, after all, it's about being able to VARY from the standard. A subtle change in shade can be enough to make a character unique.

    The same logic applies to Patron Powers as well. If I have a selection of Maces to choose from, then why should I not be given a choice of Mu lightning variants? Because Black Scorpion can adapt his technology at will, but the Mu Adepts can't alter their spells? Is that canon, or is that just an assumption based on the graphics?
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    And if there were badges attached to walking people would work for them as well
    THAT'S IT!!!

    Just give a badge for number of hours walked. Then everyone would use it.
  14. Quote:
    Originally Posted by New Dawn View Post
    Weighed up it's really nothing to get in a flip about.
    Ah, subtle pun. Very nice.
  15. I don't know that any of my Stalkers are literal ninjas. There's the villain version of my hero, Bloodwolf, but he mixes street fighting with martial arts. Another Stalker is a dog transformed into a half-human form. Yet another is from the future, and uses high tech to bend light around himself, and energy gauntlets. And then there's the ex-wrestler that was kicked out for using hidden weapons and potentially fatal techniques to draw blood in the ring. (I wanted to make a Stalker that uses the Huge model, rather than being small and stealthy)

    The smokebomb costume change will definately mesh well with Ninjitsu, though.
  16. Quote:
    Originally Posted by JDub View Post
    dual blades ninja run animations looks entirely different than one haned swords.
    Oh, heck, you just reminded me of my other character that will use this.

    Hey, another point for those saying the power shouldn't be too overpowered. It also shouldn't be so useful that just everyone will want to use it. It should be powerful enough that those that fit its concept will get use out of it, but not so useful that other concepts would be at a disadvantage if they didn't. I mean, that's two characters out of all of mine that I think will be using it. I don't even think all of my Natural characters will use it. (My Peacebringers certainly won't, and Joe Everyman is more of a Neighborhood Watch kind of guy, not trained in martial arts or anything)
  17. Quote:
    Originally Posted by Lyrik View Post
    If you select a power before running you indeed run with your katana/blade in your left hand. It looks pretty cool.
    You know, I'm going to mention this again if and when a Staff power set comes out, but it would actually fit my character 100% if while running with a staff drawn, he were to use the staff to vault when jumping.

    BaBs, is that possible, or can only the animation of the run be replaced? (I'm guessing the animation has to vary, since he holds the katana out while jumping as well as running. But the actual animation to initiate the jump might be different somehow. And no, I don't mean right now, obviously, I'm wonding if it's worth asking for in conjuntion with the Power Set)
  18. Quote:
    Originally Posted by Sapphire7 View Post
    When the Cyborg booster came out, we did not yet know they were going to do origin based boosters. Then they did magic pack, and a redname said 'Hmm, cyborg, magic, maybe the other origins will be next?' - I'm paraphrasing, but the Devs absolutely consider CYBORG pack an origin-based pack. Ergo, the Ninja pack has a very high probability of being the Natural booster.
    Also, Cyborgs are not the only Tech theme, and Ninjas are not the only Natural theme. Ergo, I'm expecting that once we go through all five of the Origins, we'll start over with other themes that apply to the same Origins.

    Or at the least, five packs relating to the "sub-origins", Gadgets, Relics, Inventions, Genetic Alteration and Focusing Devices. I could seen an Alien pack for Natural aliens, though, as well as a Military themed pack. And can we dream here? A Motorcycle travel power?
  19. Quote:
    Originally Posted by dj13 View Post
    Looking forward to checking this out when I get home. Does the ninja run make you do the lean forward run with arms behind you anime style run?
    Not quite, but from looking at the video it's close enough. I am both laughing and impressed all at the same time. I'd definately going to use it.
  20. Quote:
    Originally Posted by starphoenix View Post
    but Widows seems to have their claws as a limited form of a projectile since some attacks use the claws as a ranged weapon and other attacks have the claw actually increase in length.
    This too. While I can see claws that LOOK more like the standard claws, they would still have to have some unique features. (Like growing longer)
  21. Well, it's my guess that the weapon choices are tied to the Power Set, NOT to the costume slot. So your costume for slot 1 is unique, but your weapons aren't -- they're shared with all the other costume slots.

    The solution, I think, is to ask BaB to add more weapons to the Arachnos selection. You would have a couple of choices that wouldn't be "official" weapons for the Arachnos costume, but it would enable you to use those weapons for the non-official costumes.

    And I definately wanted my Widow to have non-standard claws. She is based on a Claws/Inv Scrapper that she's the evil doppleganger of (not Praetorian, but close enough) and thus her second costume is almost identical to her good counterpart. Only she doesn't have the same claws.
  22. Quote:
    Originally Posted by David Nakayama View Post
    This is another one where I had a bit more than 20-30 minutes, which is why it's more of a full figure.
    Okay, that's just incredibly cute...
  23. Quote:
    Originally Posted by BackAlleyBrawler View Post
    [*]They must be able to fire a lot of bullets and use different ammo types...so flintlocks and their ilk are out.
    I though we already had flintlocks. Unless it was removed from the available options and I didn't notice:



    If that can fire Empty Clips, I see no problem with it firing different ammo types. And there are options for Assault Rifle, like the Council submachine gun, which visually shouldn't be able to use the flamethrower. So I see no problem for sacrificing visual details for concept.

    As mentioned above, the flintlocks could be advanced technology "fakes", or they could be magic. Which reminds me, how about something like what the Caretaker's shotgun turned into when weilded by Ghost Rider? Something vaguely organic, like a pistol designed by H. R. Giger.

    Also, I didn't see the Mini Uzis listed on the first page. This is from Paragonwiki, in case you don't know:

  24. Quote:
    Originally Posted by Starcloud View Post
    When I play my human form Peacebringer, what always stands out to me is the fact that my ranged attacks are considerably weaker than my melee attacks.
    This is more the strength of the available melee attacks and the relative weakness of the blasts than the damage modifiers of the AT. There's only 5% difference between them. Dominators have an even higher difference, their melee attacks are 10% stronger.

    I would say it's more the capability to do AoE damage at range. And you're still going to do more ranged damage in Nova form. Also, rather than having two basic blasts and a "burst", you have three blasts, including the very weak (but fast firing) Gleaming Bolt. I think you can truthfully say you don't need all three of those, meaning you don't have a strong single target ranged attack like a Burst or Sniper.
  25. I don't think the Cottage Rule applies to either Build Up or mez protection here. First of all, changing Build Up so it provides a different duration of build up is NOT a change in Build Up. Remember, the example was changing Build Up so it "builds up a cottage". Giving Build Up more duration or magnitude, with a proportionate change in recharge and End cost, of course, would be akin to increasing the damage of an attack, with an increased recharge and End cost. Those kinds of "tweaks" happen all the time, and aren't considered violations of the Cottage Rule.

    As for mez protection, as we don't have a power that provides that (outside of Dwarf Form) the Cottage Rule doesn't apply since it applies to Powers. All the Cottage Rule says is that Powers cannot lose existing functionality. That doesn't mean additional functionality can't be added. The real issue with mez protection is whether its essentially binary effect would make the Human Form TOO powerful with respect to the Dwarf Form. That doesn't mean a partial mez protection effect like Defiance or Domination couldn't be added.

    I don't think the base damage of Kheldians should be any different from each other, any more than I think the base damage of SoA should be different from each other. I would rather add any damage to the Human form through its Powers. And I will point out that while Warshades do have the better control capabilities and the longer duration build up, they really don't have the same melee capability. Their melee attacks are pretty powerful, I have found, but they're more utility powers, giving heals and build up and holding the foe instead of just pure damage.

    Maybe increasing the duration of Build Up is really all that is needed, if the duration of Mire is what gives Warshades the advantage.

    I think I'll also add that as the better direct damage dealer of the two, the Peacebringer is also likely closer to what the devs think of as a "tank mage", that is, a ranged damage dealer with defenses. Which the devs have shown they greatly fear, perhaps to an overexaggerated extent. Warshades have control powers and get stronger against more foes, SoA have debuffs and provide more of a team role, Peacebringers have nothing to fall back on but more damage. The devs seem to consider extra damage the last possible option for a range/defense AT.