Liquid

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  1. Quote:
    Originally Posted by Nethergoat View Post
    everything storyline that launched with the game could stand to be pulled up by the roots and replaced.
    Personally, I think the stories are great, but they didn't have the time or tools to tell them in anything but big blocks of text attached to repetitive "beat up guys in the warehouse/lab/cave/office" missions.
  2. Liquid

    COH Mythbusters

    Quote:
    Originally Posted by Golden Girl View Post
    A good one I can think of is Shadowhunter is weakened if you fight him in the water
    I think I figured out why people thought that-- he uses Earth's Embrace. People will fight him on land for 2 minutes without noticing that he used it, make little progress, then pull him into the water and be like "wow, we're killing him so much faster now" after his HPs go back to normal and reduce his regen rate. Long ago, someone once insisted that he was easier to fight in the water once, when we were making little progress. I humored him, and lo and behold, he was easier!

    The next time we fought him, I saw him use Earth's Embrace and noticed that our progress stopped until it wore off, and figured out what was going on.
  3. *Stalker: Energy Melee: Assassin's Strike does not play the entire animation. Character enters horse stance, but simply stands up instead of delivering the double fisted strike at the end.
  4. Liquid

    Is it here?

    After 5 and 1/2 years, I can have an MA Scrapper that can PUNCH! Hurrah!
  5. I'd just like to say that I've always thought that it didn't make sense for Freakshow to give an XP bonus while Malta and Carnies do not. Still, I think .8 is too low for the pre-40 game.

    Regardless, I will still love fighting Freakshow at any level, because fighting hordes of over-the-top cybernetically enhanced gang members hopped up on performance drugs makes my characters feel powerful.

    They'll always be second only to fighting hordes of Nazi werewolves, vampires, robots, and super-soldiers.
  6. As we discussed in-game, I see your point. She's using almost entirely the magic set, and it's not so imaginative as a result. I like some of your choices on design, but not the top/chest so much, so here is an attempt at a "best of both" option. (I've republished using this costume)
  7. I finally had time to run the Dr. Kahn Task Force again (on live, I haven't seen it in I16), for the first time in maybe a month. Many of my criticisms regarding the story and canon issues have been fixed, and I think Horatio deserves a public thank you for delivering on his promise to fix up the canon errors. (Just FYI, Horatio, I don't know if you remember me, but I spoke with you very briefly at Comic Con about concerns with the storyline on the first or second day.)

    I specifically noticed the following:
    • The Reichsman is now specifically referred to as the 5th Column's new leader. No longer is it assumed that he's always led it.
    • Axis America is called Axis America again!
    • Tina Macintyre gives a much more detailed explanation of what is going on.
    • Axis Americans are back in Axis America, and the dialogue for the boss ambush is great, referring to the Axis winning WWII in that dimension (I don't know if the dialogue is new, as previously people have always killed him before I even had a chance to see him)
    • The final encounter with the Reichsman has greatly improved dialogue. It fits him, and now all the dialogue (both before and after their release) by the NPCs with him also fits their individual personalities.

    There's really only one thing left that needs to be changed, and that's that the Axis America Oberst needs a new hat-- it still has a Council logo on it from the Council Empire models:



    Edit: Oops, I also forgot to point out that the mission clues still say we witnessed a fight between the Reichsman and the Statesman, but we don't ever actually witness this event. It is also specifically mentioned by Tina Macintrye that he has captured the Statesman already to drain his power, and that's one reason why he is so powerful. While I'd prefer to see a cut scene fight between them, it might make the most sense to just remove the mention of their fight from the clues.

    I also hope there will be some future story development dealing with how Requiem takes being abandoned for a new leader, especially after the revelation in the Imperious TF, but that's not a change, I just wanted to mention him again and make sure he's on your mind for future 5th storylines.

    I do have one other request: I really would like to see Schadenfreude be the Axis America version of Nosferatu. Otherwise it's kind of weird to have someone that looks exactly like Nosferatu, and supposedly has always been in the 5th, but has never been heard of before. Obviously, you can't just stick it in his bio in the TF, since he shows up so early and that would ruin the surprise, but you could describe him as a mysterious Vampyr that looks just like Nosferatu, and have him refer to the 5th as allies in his dialogue, leaving it implied (for now).

    But really, that is minor compared to the rest of the changes that were made. Thank you again so much for fixing these issues, I really appreciate the effort to make it fit in with the established lore for us picky long-time players.
  8. I've got two story arcs that have occasional issues with objectives (bosses and destructible objects) not spawning. I don't know what to do about this, I talked to pohsyb about it back in Issue 14 beta, and he said he was trying to nail it down, but I haven't heard any mention of it since.

    The first arc is Win the Past, Own the Future (Arc ID #1429), for which sometimes one of the boss objectives in the first mission won't spawn (note that there also is a spawn on a catwalk above the open area that lots of people miss-- I'm not talking about that spawn). Also, sometimes one of the boss spawns in the final mission won't spawn. These problems have existed since Issue 14 beta, and despite map changes and objective type changes, they have persisted.

    The second arc, is Death for Dollars! (Arc ID#1050). In this arc, sometimes people report the final boss of the first mission (the Super Grunt) not spawning, and sometimes they report a destructible object in the second mission (the Special Bonus Prize) not spawning. When I run through the arc, sometimes they all spawn fine, and sometimes they don't. It isn't consistent. Note that I never received reports of problems with this arc until Issue 15 went live.

    Has anyone else had intermittent issues with objectives not spawning like this? Have you found any way to fix them?
  9. This thread was eaten in the old forum purge, and I'm just now getting back to reposting it.

    Arc Name: Dr. Duplicate's Dastardly Dare
    Arc ID: 1218
    Faction: Custom
    Difficulty Level: Low-Medium. Should be soloable for most builds.

    Synopsis: Dr. Duplicate, a villain with a notoriously large ego, has taken over the Paragon Dance Party (people still go there?), and dared you to take it from him!

    Estimated Time to Play: 10 minutes-- 1 mission.

    This mission is intended to be short, cheesy fun, with some humor.
  10. This thread was eaten in the old forum purge, and I'm just now getting back to reposting it.

    Arc Name: Death for Dollars!
    Arc ID: 1050
    Faction: Custom
    Difficulty Level: Low-Medium, should be soloable by most builds. There is an EB at the end, but there are optional allies to assist.

    Synopsis: The makers of arcade classics 'Destruction Cinema' and 'Absolute Mayhem' bring you the action-packed, gore-filled Virtual Reality show, 'Death for Dollars'!

    Estimated Time to Play: 20-30 minutes (3 medium sized missions)

    Note: I've gotten occasional reports of objectives not spawning in the first and second missions. If anyone has any ideas on what to do about this, I'd appreciate it. I've /bugged it, and don't know what else to do.


    Also, there's an "Extreme" version of this arc (Arc ID #1100), that makes use of Gang War for some really over the top play. I haven't kept it up to date storywise, and it's currently disabled due to some changes from previous patches. When I have time, I may try to update it, but I've honestly been considering deleting it altogether, because I originally made it for my SG, and we've played it enough.
  11. The thread for this arc was eaten a long time ago by the forum purge, before this section was set not to purge, and I'm finally reposting it by request.

    Arc Name: Win the Past, Own the Future
    Arc ID: 1429
    Faction: Multiple
    Difficulty Level: Medium (One AV/EB in the last mission, but with an ally to assist. Probably best to have a team unless you are a well built Scrapper or Tanker with some patience)

    Synopsis: In the midst of a riot, someone has escaped from Ziggursky Penitentiary. Discover who it is, what his plans are, and find an unlikely ally in your quest to stop a plan that will otherwise leave the world in a terrifying state.

    Estimated Time to Play: 30-45 minutes-- 3 Missions in total.

    Note that while this is Dev's Choice on test, so those in I14 beta may have played that version, this version is very different from that one. After getting lots of feedback, I've made several adjustments. I'd appreciate hearing any additional feedback!

    Also: I get occasional reports of objectives (bosses usually) not spawning at all in the first and last mission. If anyone has any ideas on what to do about this, I'd appreciate it. I've /bugged it, and don't know what else to do.
  12. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by KaliMagdalene View Post
    I agree that his ideas of being hard or challenging were odd, but I think that what the guy said above was harsh too. I mean, we don't have to speculate about what he was really thinking or about what he could comprehend. The fact that he said some problematic things and made some problematic decisions should be sufficient.
    Yeah, I think that was overboard too. We don't know what he was thinking.
  13. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by KaliMagdalene View Post
    Heh. I said when ED happened (and I was by far not the only one) that ED would be fine, it was just really frustrating that we were told "No more major powerset nerfs" and then a month later "Oh, we're just going to nerf the stuff that makes your powers stronger." At the time, it was after dealing with changes in issues 4 and 5 that hit my characters pretty hard, and I was seriously thinking about leaving the game. I also felt that ED + GDN was hitting melee characters way too hard. Also remember "You can six-slot your defenses" in the weeks before ED.
    I agree. I thought ED (or something like it) should have been in at game launch, and honestly, it didn't affect me, because I was already slotting 1 acc, 1 end, 4 dam, I just swapped out a dam for a recharge. But the delivery and timing made me very upset.

    Quote:
    I don't agree with this. I mean, I totally agree that what he said and how he said it was pretty bad, and telling people that he expected compounded failure so we'd all feel great about finally winning, but I think this had more to do with putting in more interesting and challenging fights. I don't remember if he meant it to be about boss-ranked mobs (which would be pretty awful) or AVs/EBs. I think (and have thought for a long time, but perhaps not since 2005) that AV fights could use some more complexity and challenge, rather than simply hitting hard enough to one-shot anyone who wasn't a tank or well-built scrapper.
    I remember it being used to justify the Boss buffs that basically just cranked HPs and ended up one-shotting anyone who wasn't a tank or well built Scrapper.

    Jack had a weird idea about what made things "hard" or "challenging". In issue 2, when they gave low level Outcasts stuns and hurricane, and 5th Column LTs grenades at level 1 to go with their existing attacks, many complained about it being way too hard for new players. He responded with something to the effect of "but they weren't made harder, we just gave them a wider variety of powers. Their hps didn't go up at all!" implying that to him, "hard" = "more hps".
  14. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by UnSub View Post
    I thought about that, but the point is if the publisher can cut the dev staff once, it can certainly do it again.
    Yes, that proves that it's possible. But it doesn't prove that they did it, as your article is suggesting. Zombie Man's layout of other possibilities are a more reasonable stance than "NCSoft did it" or "Cryptic did it". It could have been a mutual thing, with each side sharing some portion of responsibility for the staffing cuts. Cryptic was making an income from CoH-- they could have used some of that to reinvest in it just as NCSoft could have.

    Maybe I'm missing some information here. Why would NCSoft, the publisher, be the sole funder of the CoH development team?

    Anyway, the thing that the "Freem 15" reveal proved was not that Cryptic were bad guys and cut staff, but that Jack intentionally misled us when we asked if MUO was taking resources from CoH by saying, "They have separate teams!". Jack probably couldn't tell us that the CoH staff was cut. It would have been a bad business decision to do so. But he chose to make a technically true but misleading statement (again!) instead of just keeping his mouth shut on the topic.
  15. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by Obsidius View Post
    <QR>


    Jack is the guy who blames NCSoft for developer cuts post CoV.

    (Reference)
    If you read the forum post this originates from, it's about a feature I remember them describing prior to CoH's launch.

    Quote:
    Originally Posted by Jackalope
    Quote:
    Originally Posted by Salvina
    In my case, something that Jack said a long time ago for CoH that was really never implemented.

    If everyone does their missions in a zone, then overworld spawns are normal (see scarses), seeing that your putting all the bad guys in jail while they are indoors. They don't have time to spill over the streets.

    But if suddenly you get a situation where for example no one wants to do the missions of the "wizard who steal bodies and store the old owners souls in crystals" guys then suddenly those wizard type guys start spilling in the streets more, seeing there is an overpopulation of them. Then a bit of street sweaping and mission doing would be required to lower down the spawn rate of those guys. Once done, the game returns to low spawn rate...

    That would be cool, dunno how easy it would be to implement, seeing I am not familiar with the engine , but it WOULD permit the players to have a feeling that they can impact the gameworld...
    Yep, we wanted to get this in. But our team size got cut by the publisher, and we simply didn't have the manpower to do it.
    I don't think that quote about slashing the development team is about the Freem 15 at all. I think it's about cuts prior to CoH's release. Castle made a comment a while back about how amazed he was that the powers system was put together by something like 3 people-- Geko, an animator, and one other person (don't remember if it was an animator or a powers guy). (edit again: here's Castle's post-- Geko, an animator, and a particle FX artist)

    Also, back when we learned about the Freem 15, Positron said that the identity of who was responsible for the cuts was covered by an NDA between Cryptic and NCSoft. If Jack is talking about the Freem 15, he just broke that NDA. (edit: okay, not just broke, this post was made a year ago).

    Here's what Zombie Man said later in that thread (and I agree with him):

    Quote:
    Originally Posted by Zombie_Man
    I agree that saying vile things is never appropriate, especially when one does not have all the information. And we still don't have all the information. Jack's one liner about publisher cutbacks is totally without context, in fact, it doesn't even fit with the context of the content of this thread since the Issue 8 cutback has nothing to do with outside spawning mechanics that were the same from issues 1 through 7. So, there is not enough information to be critical of anyone.

    Were there more than one set of cutbacks and when did they happen?

    Were the cutbacks determined by a contract in place and enforced by the publisher, or did the publisher maliciously impose cutbacks on Cryptic against their will?

    If the publisher pulled back on support, then couldn't have Cryptic stepped up their support, or renegotiated the contract?

    There's lots of stuff we don't know and probably never will because the key players are all under a NDA and Jack probably shouldn't even have said what he said... but that's Jack, marketing and legal's nightmare child.
  16. Right before it went down, it kicked me out claiming that someone logged in with my account. That worried me. Then I logged in again and all of my characters were there, but invisible (the avatar didn't show) and it kicked me out when I tried to log in as one.

    Hopefully that was just the death throes of the test server as it was going down.
  17. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by Golden Girl View Post
    I find Nemesis very interesting too - I like the way he's evolved from a standard faction leader into possibly the game's chief villain
    I disagree that he was ever just a standard faction leader. Check the Paragon History Timeline-- he almost took over the U.S. His involvement in the Rikti War was planned, and revealed in one of Maxwell Christopher's missions that was added in issue 1. I think he was originally intended to be the game's chief villain, and I was glad that Issue 10 brought him back into the limelight after being overshadowed by Recluse, who didn't even get added to the game until Issue 6.
  18. Liquid

    'Who is Jack?'

    One thing Rick Dakan deserves a lot of credit for, apparently, is the Story Bible, and therefore most of the lore of the game as it existed at launch. I spoke to Positron at Comic Con about it, and he said Rick wrote about 80% of the story bible.

    If you like the stories behind Nemesis, the Rikti, Superadine, Crey, the 5th Column (but NOT the Council), the Freakshow, etc, then that was likely Rick.

    It sounds like Rick didn't have management skills, but did have creative ability.
  19. Liquid

    'Who is Jack?'

    Quote:
    Originally Posted by AmazingMOO View Post
    How do you reply to questions about Jack?
    That's just what The Weevil calls everyone, didn't you know that, Jack?
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    Personal preference, obviously, but this I never understood. Sure, the male running animation may not be spectacular, but I CANNOT STAND the female juggle-butt, faux-high-heels running animation, at least from the back. From the side it's not too bad, but from the back... Dear Lord. I've gone as far as to keep the weapons on my weapon-using females out as much as I can (going as far as to suggest an option to keep them out permanently) just so that I can force my giant Troll woman to stop jiggling her butt. Ugh!
    Okay, my options are:

    1) Faux-high heels running animation

    2) Running like you've had an "accident".

    I'll take the former.
  21. Quote:
    Originally Posted by Strikezulu View Post
    The truth is a bit more complicated. You see, guys are BORING.
    I agree with this. I just find women to be more interesting than men. I've got 5 male characters that I'm serious about (4 more that I'm not, and may languish at sub-20 levels), and about 20 female characters that I'm serious about (and two that I'm not). Of the 5 males, 2 are anthropomorphic animals (a werewolf and a rooster). The wolf was intended to be female, but I found that while I hate the male run animation for normal legs, I hate the female run animation for monstrous legs. For the rooster, well, it had to be a rooster instead of a chicken because of the name, and again with the monstrous legs.

    Also, the male run looks ridiculous to me (as does the female run with any weapon but an assault rifle).
  22. Quote:
    Originally Posted by BackAlleyBrawler View Post
    The worst was how many immediate "good riddance" responses I got

    No, not really...but that would have been bad.
    Dude, I could feel the blood draining from my face. You have no idea how much "DOOOOM" went through my head. I figured if someone as dedicated to the game as you was leaving, while Power Customization is still in closed beta, CoH was in some kind of trouble.
  23. Quote:
    Originally Posted by CoHBABs
    Today is my last day working *here at Paragon. Lot of fond memories, but now it's time to move once again.
    ....







    Quote:
    Originally Posted by CoHBABs
    I know right? But when the man says it's time to move from this cubicle *here to that cubicle over *there, what else can you do?
    So very, very cruel.
  24. Whoa, I thought spaces were invalid. If I don't get Liquid, can you put spaces in my other choices where the capital letters separate the words? (I can resend the email if need be)

    Edit: NEVERMIND! Thank you!