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Quote:Awesome Hero 1, thanks. Just remember like we said, in theory the mission is fine, it's just that in practice it breaks down because of the overly fragile objects. I think it could be Fun, if all aspects worked right.Greetings: Unhappy Mission Players
Thanks for bringing this up everyone. I originally worked on these missions when I was first brought on to the team way back when. I remember having technical problems with it even back then, but I thought we got everything taken care of, but it doesn't sound like it.
I'm going to look into this mission and see if I can remove the 'stupid' and add in some 'fun'. Look to later patch notes for an update and thanks again for bringing this up.
If you're interested, there are a few minor issues here and there within the RWZ arcs that we as players could list in a thread for you. Some of them have been covered here, but there are others. -
I recently ran the first two arcs in RWZ and got close to 200 Merits because of the enhanced settings. I wasn't even maxed out, just -1/x3 That was enough for the Shield I wanted, and something else. If I had focused on repeatable missions against Rikti for the same amount of time, I'm sure I would have gotten more.
Point is, it takes some work, and it should, but it takes a lot less than it used to.
The zone is designed for normal mode (slow) and Bonus Mode (ship raid). You may not like raiding but it works for people who want fast Merits. Saying it's 'nigh impossible' otherwise is misleading exaggeration. -
Quote:The Doctor (and all Time Lords) are inherently psychic to one degree or another. In the Doctor it normally manifests in empathy and understanding of motivations, but at times he uses it for more profound examination (The Girl in the Fireplace, Fear Her). In the Master it manifests in profound magnetism that he normally uses as mesmerism or will domination.
As for the end… since when can the doctor power up with the power of positive thinking? Again the side really describes it as psychic energy being channeled to him but can that actually re-power the doctor?
The ArcAngel network magnified that ability to allow him to subjugate the population, at first by instilling trust, then later by feeding off their fear and channeling it back. The Doctor co-opted that passive energy when it was 'aimed' at him, and when most of the population was layering the power of their will on top of it.
Time Lords and their ability to regenerate is inherent, but can be smoothed over by outside sources of energy (usually a TARDIS). In this case, the Psychic energy reversed the changes inflicted on him by the Master.
In short, the "positive thinking" was just the focus of the latent energy of humanity. The Network was the conduit, and the Time Lords were the amplifier. -
That's exaggerating, sorry. Buffs are great, debuffs too, but 99% of the over 100 ITFs I've been on bum rushed him, and that's with a pretty standard mixed bag of players.
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Quote:It has more to do with the same phenomena that leads to Drunk Stagger foes that head off to the hinterlands. Once the AI makes a decision about where it's moving, it doesn't change that decision except under specific circumstances. So we have the Spectral run off, LJ decides to chase it. They both pick the same endpoint for their path and head to it, then the Spectral disappears. All within the space of less than a second.
think that code only triggers when there are other enemies attacking her, so if they are aggroed onto you, she'll follow that Spectral into another group of enemies, then switch targets to this new bunch of enemies because they started attacking her.
My assumption is, that this problem is just as hard to fix as the drunk stagger for an escaping mob is. -
Being an MM Lackey that summoned all your pets, only to have your mentor Recalled before you, or run off before you noticed, so that you look up and see all your pets collapse will not be missed either.
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Quote:Regardless of spawn size, the big breakdown in this mission comes from the way CoT Spectrals tend to work, and the way her AI works. Spectrals have the habit of Bolting on 5% hp. They fade to untargetable and fly off, then sneak back and attack a bit later. Problem is, if she's the one that is locked on them when it happens, she follows. Smaller spawns means it's more likely you can keep this from happening to her, but it's still where the mission breaks down most often.
The Lady Jane mission is actually easier Solo, as the spawns are smaller. Then you realise that, actually, shes not a bad fighter, especially when she starts bouncing CoT bosses off the walls with her pistols. They do some good damage, but are mostly single target. On teams, with larger spawns, she does die a lot, yes. -
Quote:Another mission that is often problematic is the rescue Lady Gray. If you're not careful the AoEs will kill her if you fight right near her.The Lemur makes a good point. The mission, as designed, isn't the problem, no matter what my stance on protect objectives may be. Other missions employ this mechanic and they work just fine. The problem is that the generators are too weak, the enemies too numerous and all their AoE makes saving them very hard. As well, there seems to be a bug with script triggers that's been going around at least since the latest patch, and I suspect since I16 went Live. A LOT of scripted even triggers fire far, far, FAR too early. Like, I'll hear the end boss's dialogue as soon as I set foot inside a huge instance, and he's nowhere around me. On the mission where you have to fight Sefu and WMD, they both activated far too early and got into fights long, long before I found them.
Really, what ruins this mission isn't the fact that it can fail, it's that it can fail so damn easily. Take two steps, attackers spawn, and by the time you turn around the generator is gone. This shouldn't be happening so easily.
As for solutions, there are some that are easier than others so I'll list them in what I think the Doability order is:
Dependent Objectives- If the generators were set so they weren't spawned until something else happened, it may be more unrealiztic, but it would give players a chance to examine and clear the map then have a handle on where to go.
Objects- Changing the rules for Defendable objects (those attacked by NPCs) such that they behave differently than Attackable Objects (those attacked by Players), then it would mean greater survivability and playability. There's 3 ways to handle that.
a) implement the Purple Patch Code wrt the objective level vs the NPC level. Right now they effectively con super gray in most cases because all objects have a true level that's very low. If they were set to con red or orange no matter what the relative levels, they'd take a fixed length of time (that is still a challenge but not suicide).
b) make all objects in essence 3 objects. An object that is destroyed is gone, how about if another immediately took it's place and cleared the aggro table? Set up the animations so that it gives a typical appearance (pristine, damaged, heavy damage, dead). NPCs would have to kill them 3 times, which would take more time.
c) change the Taunt cycles. Right now to get NPCs attack the Object puts out a weak taunt every X seconds. I think it triggers immediately, and if there was a way to create a delay to the Taunt power (only taunts after 60 seconds from spawn activation for example).
NPC AI and activation range- This would be a change that could borf a lot of other things, but if it's possible they could create AI scripts that don't activate as readily for the Object Defending spawns.
In the end, I'll say this mission has been problematic since Closed Beta for that issue. It infrequently comes up for discussion, but the problems remain. Here's hoping that before the devs dive into more improved complicated content, they take a look at things like this, and if the mission wasn't worth getting fixed for itself, they fix it by making a general fix that blankets everything. -
Quote:If you look carefully and compare, you can see something we've been told by BackAlleyBrawler in the past.My question is, are there any other powers with different animations for /Shield characters?
That is, almost every animation is different for shield characters. Not radically so, but they are. Because of changes needed in arm angle to look right, a lot of things had to be re-scripted. There's also a lot of animations that didn't get done, try a bunch of emotes with your shield on. many of them won't work. -
I'll maintain that the mission as designed is fine, but there are three minor problems that make it unplayable.
Activation range for the NPCs around the generators, as noted they're the standard 150-200 yards, and often not even seen before they start.
Nemesis spawns- Quite often when I've been successful on this mission, the generators get damaged even when I've seen the NPCs from the get-go and been able to intervene. Why? because Nemmie troops are Explosion happy. They start fighting those helper troops near the generators, and often the generators get broke without taking direct fire.
Fragility of the Generators- The relative level and the base hp of objects in missions like this means NPCs can wipe them in 1-2 hits. This is great for easily bored players, not great when players with human reaction times are meant to stop computer AI swarms.
I have fixes in mind, I'll type them when I get home, I have errands to run. -
Quote:O portal is bugged lately, and interrupts all zone out teleports, Base, Wentworths, Pocket D, Mission, etc.What I want to know is:
Why does the O-Portal interrupt this power, and why the heck does it has such a long activation?
The activation is the same for all of them, and it's long to minimize any potential effect in PvP. -
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It's possible your current contacts aren't giving missions because you have too many story arcs open from older contacts. If you have old contacts with book icons, go finish off those missions (you will still have the potential for end of mission recipes and end of arc Merits, even if you're over the arc level). Then your newer contacts should give out missions.
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Quote:The way current invasions are designed, none of that is necessary. Truly. If performance is truly an issue, then make an effort to change player behaviors. You don't need 4 full teams in one single area of the zone to succeed and get all the rewards. All you need in a single spot is a group that can kill enough foes quickly enough so that when the next cycle checks, the equation decides players are winning. When that happens, it sends a more potent spawn, and you get the bosses and elite bosses for the higher rank badges.
There are some viable solutions to the lag problems though. One of the first is to improve Server efficiency. If the server's running Microsoft software, format and install a Linux or Unix. As the London Stock Exchange found out the hardway, Microsoft's server software just isn't up to the task of supporting a wide range of users in an efficient manner.
Another is to limit the number of players that can be gathered in one area. The Hamidonk zones were limited to what... 50 players now? Limiting the number of players that can participate limits the amount of processing power that the server needed for that instanced zone will need.
Another option is to improve network transmission efficiency. This can range from techniques to limit the amount of information needed by the server, to improving data compression ratios.
With more developers on staff now, perhaps there is hope that some of these options are under consideration or implementation.
In fact, it actually quite often hinders badge hunting if you all gather in one spot. If you have what you feel is a competent team, head off to a different area and fight on your own. I guarantee you won't have to fight the lag, and understanding the system will give you success. -
Quote:The "bread and butter" as you say isn't so much Monsters, at least for a lot of heroes. Street-level heroism is a much bigger deal for even some big name heroes (Daredevil, Spider Man). I'm of the opinion we have enough neglected monsters, but not enough street level heroic (or villainous) events. Hellion Fires and Troll Raves are cool (and could use an upgrade to take advantage of destructible objects like some King's Row spawns use).1. Monsters
I think that monsters and villains are a hero's bread and butter when it comes to his or hers daily activity. There for I suggest more giant monsters. And also maybe we can have monsters trying to invade and destroy Atlas park/Galaxy city or other zones. I mean it about time one of those big ones we already have in paragon got lost and found himself in atlas scared and trying to eat people on the street, smashing cars and spreading fear on the street. And why not new monsters just invading Atlas with their minions.
2. Invasions
Initialy I wanted to suggest for a bigger type of invasion. Rikit or zombie. But then I thought about the lag that it would involve. Even so none of those invasions look like an invasion. I mean havin rikti span on a larger area would make atlas seem more of an invasion battlefield and having players fighing on a wider area might take some of the lag off. I might be wrong but I would enjoy a bigger and more war like invasion.
Events like Vahzilock Body snatchings, Carnie Parades, Freakshow Freaklympic rampages, would be a lot more interesting and accessible for even small groups or solo heroes.
As for point #2, as Cap said, invasions are zone wide, and it's only player behavior that concentrates the action in specific spots. If you want a zone wide battle, wait for Halloween, or participate in a Ship raid in the RWZ. -
Quote:I was against implementing the system when the upgrade was in the works, but since then I've become ambivalent. Sure people farm rep, and sure some people get butthurt by it (yes, you). But really, it's just more buttons to press on the forum.Or make it non-anonymous for neg repping so I can return the favor to those cowardly used toilet wipes.
I am sick of the stupid comments people make in them. If the star system had to go, this has to go with extreme violence.
I'm like BillZ, I like seeing people try to neg rep me for something that other people find positive, and I really enjoy seeing attempted neg reps from people who leave gray bubbles because they're persistently negative.
It's flat out not a big deal, and you need to calm down about it. -
It's great to see you diving into Doctor Who with both feet, but to be honest my recommendation would have been to watch the modern episodes first, without worrying about the older ones. Yes, these are a continuation of the past, and yes they do some fantastic nods to the original (School Reunion is probably very near the best Who episode of all time). But by and large when it comes to cohesive storytelling and top notch acting, you won't beat the new episodes.
This is coming from someone who has been watching from 1980's and has seen almost everything it's possible to see.
You asked why they relaunched the series in 2006, and have been told it has a lot to do with Russell T Davies, but that doesn't really cover it. He brought a very modern take on both the stories and the overall design of how the series plays out, and that makes things far superior for folks who like that sort of thing.
You can watch Dr Who on two levels now. Camp Sci Fi fun level is well done, it's exciting, a bit cheesy. Or you can watch them like a piece of music. A symhony that builds and echoes on the same themes in different formats, until the end of each season is a crescendo that generally leaves you panting and wondering what the hell just happened to your brain. Keep that in mind as you watch. Don't look at repeated lines or ideas as lack of originality. They're a very conscious choice that harkens you back to what happened before and make you wonder how it will happen again and what it all means.
You like that the Doctor changes personalities, do yourself a favor while you're watching and look very carefully at how the Doctor changes and how the new is very much effected by what happened to the old. Doctor 9 is very wounded, guarded, and bitter because of the Time War. Being with Rose is very much a healing experience for him, yet that hard unbreakable core is very close to the surface for Doctor 10. 'What sort of a man am I?' is the question that echoes throughout that second season.
It's a lot of fun to watch when consciously choosing which level you want to see it from.
In the older episodes, there's a lot less cohesion and depth. There's still a lot to love and care about in the plots and characters, but it is nowhere near as well crafted. -
Waist Capes.
You get one by rolling an Arachnos Widow (female only? not sure) and making it part of her first costume slot (the Uniform).
It is not available for all characters with regular costume options. Arachnos outfits only. Closest you can get are the tails for the Wedding Tux from the Wedding pack. -
Quote:If you take the Black Helicopter Line from Cap, it brings you to Mercy directly across from Seer Marino, less than 100ft.
Someone new to the zone may have a hard time finding Seer Marino (by using Paragon Wiki and /loc, I could get close, but again there was a vertical height difference between us. I knew she was below me, but didn't know how to get there.. all the more frustrating when you're doing this to get a vertical travel power). -
This is not unusual. It's normal practice for the OnMinimalHP powers to uprank the respawn, and it doesn't consider difficulty settings. There's not a lot can be done about it except to be very careful when killing those respawners and making sure they're mezzed when they reach the trigger point
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As you can tell if you look at the post dates, this thread is pretty old. The concept of an EU Scoop was initiated back before the forum merger. Folks are still working hard on a new way to bring back the Scoop though.
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It takes 4 Dominators with Domination or 6 Controllers about 10-20 seconds to build enough magnitude to Hold down a Green Mito. Since Disorients a) are almost always shorter duration than the recharge time of their powers, and b) not common enough in sufficient magnitude, trying to mezz a Green with them isn't a practical option.
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I'm fairly certain that it resets the timer.
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I have been mislead! iznot a lemur.
However, they do have toxic saliva! How awesome is that? -