Lazarus

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  1. And it appears to be the same SG, if not the same player, again. Why they haven't just been banned by now I don't understand, it's even blatantly stated in the description that they'll just republish the arcs if they disappear.
  2. Obvious farm is obvious.
  3. Quote:
    Originally Posted by Venture View Post
    Sure they are, by people called "editors".
    And when they get famous enough that they don't think they need editors anymore the quality tends to take a serious nosedive.
  4. Quote:
    Originally Posted by FredrikSvanberg View Post
    3) Remove sky skiffs from regular spawns. Let sky skiffs be part of special spawns for outdoors locations only.
    Yeah, it's not like Longbow deploys their Chasers indoors.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    5) Introduce "mine fields", pre-deployed as part of spawns. Nearly invisible for unenhanced perception, these immobile underlings simply explode when stepped upon. Just like mines from Traps or Devices.
    Legacy Chain does something like this with the Runes, though they're hardly used even in Legacy Chain missions, which we have too few of.
  5. Quote:
    Originally Posted by InfamousBrad View Post
    While we're talking villains in suits, Crey should extend a lot farther down, too ... as (so far as your character knows) good guys. After all, they're (a) the city's biggest employer, supposedly, and (b) prominently displayed in the tutorial. It would add punch to the later Crey content if the player felt betrayed by them.
    Heck, redside even gives you chances to fight them as early as level 15! Those Security Guards never felt like a level 30+ threat to me, and it's sad that most of their coolest units (Juggernauts, Crisis Units, etc...) vanish after 39.

    Quote:
    Originally Posted by brophog02 View Post
    For folks that play a super hero genre game, it is amazing how many of the things native to superhero comics they do not like.
    Where is it written that you must like EVERYTHING featured in a medium in order to be a fan? I always found Depowering to be cheap and crappy myself, it means that either your hero is too powerful or the writer is simply not creative enough.
  6. A quick note for the end sapping foes in both the 1st and 2nd missions: Neither Energy Drain, Power Sink, nor Lightning Field are standard powers for any critter rank. Critters will still give XP without them.

    Same goes for all Mezz Protection powers.
  7. Quote:
    Originally Posted by UnicyclePeon View Post
    I would also love to see Banished Pantheon go up to level 50, and actually be a regular group for missions and for newspaper/radio missions. They are awesome, and their various death mask guys and the storm/avalanche/thunder guys are seriously irritating. Enough so that I don't think you'd have to ramp them up to justify raising their level to 50.
    Plus they are played up in the 20s to be a major rival of the CoT and they took over an entire damn zone of the city, so it makes even less sense for them to vanish at 30.
  8. How hard (or easy) will it be to get Rogue/Vigilante status on existing characters?
  9. Quote:
    Originally Posted by MentalMaden View Post
    And....

    Given that most known heroes are "Hero" level in power, its strange to get lvl 5-10s to help them out. It seems like an arc involving a powerful heroes powers being gone, would be a higher level.
    Yeah really. Seems quite unusual that a high-level NPC would be abandoned by his/her comrades. A villain maybe but they're not going to kick Synapse out of the Phalanx just because he's having a slow day.
  10. Lazarus

    My AE baby

    Feel free to play any of the ones listed in my Arc Thread. The link is in my sig (that list in the Sig itself is not complete, ran out of room.)
  11. I'd like the ability to apply things like Reptilian and Insectoid right to the skin texture instead of being treated as a clothing item. Those are really limited in the number of clothing items you can layer on top.

    Same thing for stuff like tattoos.
  12. Quote:
    Originally Posted by Catwhoorg View Post
    The same rooms, but not the same locations in each room.
    1 down in the room with the glowing walls,
    1 in the dead-end room with the towers,
    2 in the final room.
    Right, while not in the exact same places every time the locations are still predictable.

    If you can grab all the glowies the mission will complete, then you can kill Rikti to your hearts content.
  13. Lazarus

    The Lazarus Arcs

    Changes made to "Breaking the Barrier (And Putting it Back Together)":
    * Fixed a transient chained objectives bug in mission 3. Couldn't track down the exact cause so I reworked it a bit so it didn't need to be chained at all.
  14. Lazarus

    One A Day

    Quote:
    Originally Posted by Tangler View Post
    I've played a few arcs that had the Kif Kroker syndrome before. While it might be funny to see Kif constantly being berated by his under-appreciative boss, some writers seem to forget that there's a difference between looking through the window and sympathising or having a moment of schadenfreude on Kif's suffering, and actually having to experience an under-appreciative boss, which is made only worse when the player has no way to retaliate beyond just quitting the arc,
    Yeah, there's a reason people rarely bother to play Mender Tesseract's arc more than once.
  15. Quote:
    Originally Posted by Golden Girl View Post
    I thought the wall-to-wall bare tops and oiled pecs of Cimerora were overflowing with manliness?
    Wrong kind of manliness.
  16. Best Unknown Author
    @Celestial Nemesis - The Coldest of Wars #299972 - 2 points
  17. I feel that the first mission is too long, especially for a level 1-14 arc. Dropped to that level you have no access to Stamina and unless you find that elevator before exploring the other corridors, and get lucky on a guess that all the objectives are on the 2nd floor, you can spend a long time going through that map looking for everything.

    I was getting pretty bored before the mission was completed and it didn't compel me to finish the arc. The first mission should hook the player into playing the entire arc, this one didn't do that for me at all.
  18. Mission 1:
    The contact has no information other than the default "this hologram..." one.

    What does the Midnight Squad have to do with forseeing the future, isn't that the domain of the Menders? Also the accept text says to "Agree to Assist Statesman" but he is not the contact nor even mentioned in the first mission briefing.

    Ok, after accepting the mission it finally mentions Statesman. Still, he should either have been mentioned before the accept text or not included in it at all.

    Ugh, before I even enter the mission it says to Defeat All Nemesis. Actually, why does it list all these objectives in the mission title? All of that will only be repeated once I enter the mission, making the compass window even more cluttered. Why not just say "Assist Statesman" and leave it at that?

    It gets even worse once inside the mission. Search 1st computer, search 2nd computer, search.... No no no, plural objective text is a MUST here. Also, Defeat Troop Commander is absolutely redundant if you have to defeat all of the Nemesis anyway, and why must I defeat them all anyway? Nobody likes Defeat Alls, especially ones that have no good given reason and on maps larger than "small".

    Hmm, not only do these Tech computers look really out of place in an Arachnos map, but they don't tell me much individually, lots of redundant text in each. Really all of this info could have been rolled up into a single big clue at the end of the mission. Also it makes little sense for all three to be in the same room in the middle of the map.

    Neither Statesman or the Nemesis Commander told me anything. And thank you Midnighter guy for telling me something I already knew and nothing else in your debriefing.


    I have a feeling that these are recurring errors so I'm going to stop here in hopes that the author fixes them throughout the arc.
  19. That might be too much manliness for one zone.
  20. Lazarus

    The Lazarus Arcs

    Changes made to "The Amulet of J'gara":
    * Rewrites made to briefings and debriefings for the first three missions, story intro should have a stronger "hook" now.
    * Abyzou and Render minions given Flight powers.
    * Description of all customs modified in preparation for future arcs.

    "Breaking the Barrier (And Putting it Back Together)" is a Best New Arc nominee for the January Players Choice Awards. Please play it and consider voting.
  21. Quote:
    Originally Posted by Zamuel View Post
    Allow heals and some controls to build aggro. The amount would be very low but it would stack over time and degrade slowly. This way a single O2 Boost won't get you blown to kingdom come yet enemies would sort of notice some members of the team.

    <snip>

    I'm starting to wonder how much the game can already pull off with this.
    We know that the AI has a number of options that are currently disabled, among which are some like "Kill Healers".
  22. Quote:
    Originally Posted by Umbral View Post
    The only thing that I really think the game needs in terms of AI "improvement" would be a certain reluctance to remaining grouped up after being hit by a big, nasty AoE. Many enemies will simply remain grouped up as you lay waste to all of them with giant, angry attacks, which doesn't make much sense even in the most basic tactical sense. Making it so that enemies will actually consider dispersing after they're hit by an AoE would not only add a bit of realism but make immobilization and slow effects be much more useful, not to mention making intelligent KB use incredibly valuable for forcing enemies to remained tightly clustered (as in, the only real way).
    The problem with that is it would make AoE-heavy sets a pain in the *** to play without a Dom or Controller hanging by your side all the time.
  23. I don't really have much excitement for starting in Praetoria, I'll just get Rogue status on existing characters when the time comes. I want it more for social reasons than RP anyway.
  24. Quote:
    Originally Posted by PoliceWoman View Post
    Another arc if you have room still it's a relatively short one.

    Attack of the 50 Foot Villain (arc id 363366)
    Short in many ways.
  25. Quote:
    Originally Posted by Dispari View Post
    AI can use up a lot of server effort having to calculate intelligent reactions for all those units. Imagine the ITF lag if all the enemies were processing AI reactions.

    Also, GW had "intelligent" AI but really it was just annoying/frustrating as hell. I think our AI is fine as it is.
    Increasing NPC intelligence would require two things to be done or difficulty will shoot through the roof: the Devs will need to remove a lot of map spawns otherwise the moment you attack anything in a room you will have dozens of foes on you instead of a couple, and all of their health/damage/resistance/defense stats will need to be reduced to compensate as well.