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Quote:coolhttp://goingrogue.eu.cityofheroes.co...lpha-slot.html
The description on the Rare and Very Rare boosts states that "This power also applies a level shift" -
Quote:wait, we have info on the very rare boosts?Yes let's outlevel all of our endgame content. Great idea.
Edit: There's a way it could be done, and there's some speculation that it's in the works. Head to the Alpha Slot information page on the official site, and take a look at the description of the very rare boosts. -
no please....I still want them to bring new material or update existing material for the existing levels, if you throw in more levels that just slows that down
Dark Astoria will be blah boring forever -
It's just a goofy QoL thing and most people won't use it....but some of us would like to have more than five costumes, especially those of us that are playing things like dopplegangers or clothes horses or cosplayers
maybe as a Veteran award? -
Quote:If you have one guy looking out for clones, you can usually drop him in under a minute, I've noticed.I had trouble with Trapdoor too, but the lava is right there, and even though I don't have 90% fire resist anymore, that's the same way I dealt with Tyrant.
I also helped an Empathy/Archery defender: the defender chased after the clones and I kept Trapdoor busy. It was a quick fight. -
Quote:This isn't the new direction for the game, it's the direction for a small percentage of content.
If this is a new direction for the game, it's been a great six years, but so it goes.
Not the entire game.
The rest of the game has the same sort of missions we've always had. Look at tip missions, those are all rather straightforward missions the only thing different about them is their story.
Incarnate content, even when we get to the tenth slot, is likely not to even reach 1% of the total available content.
We're still likely to get more tip missions, hopefully more scanner missions, I'd like to see some revamped classic missions too..
my only real problem with the Incarnate stuff is that it makes the likelihood that Dark Astoria, Boomtown, Terra Volta, Perez Park and Eden will continue to be overlooked for revamping a la Faultline and Rikti War Zone -
Quote:Indeed, if you don't like the content of the intro-arch, don't play it, because the implication is that the rest of the content coming out of that will be modeled the same.If you don't enjoy challenging content then it's probably not worth doing. If you do enjoy doing challenging content, but only on a team, then find a team to do the arc with. Personally while I like challenging team content I actually prefer challenging solo content so I solo'd the arc.
This sort of reminds me of a law in Texas that changed the way kids could get into advanced classes.
First it pretty much said you couldn't call them honors classes. Then it said any kid could get into it without testing to see if they met an advanced level of ability.
This was all well and good until the students started complaining that the content was too hard and, instead of pulling their kids out and putting them in normal classes, the parents would complain and eventually, instead of small classes of hard pushing, serious students, we have over-crowded honors classes filled with kids that want the weighted scores (a B in an AP/AP-Prep class is worth more than the same B in a regular class) to put them higher up in the ranks, or kids that want to hang out with their friends, and only about one kid in five that actually wants what the honors/AP classes are supposed to provide.
The situation is analogous.
Incarnate content is not supposed to be the same as the rest of the content. It is supposed to be more difficult and require new ways of THINKING more than higher power levels.
In fact, the real attraction for me and the people that the Incarnate system is aimed at is not the powers but the unconventional tactics that are necessary to win.
The powers are like experience and levels: an interesting side effect of a cool story and tough challenge. -
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Quote:Please no.For that mission, there is another option; if I got hit by the Curse of Forced 5 Minute AFK I wouldn't hesitate to use it either. I think I did once among the many times I've run through this. I ouro'ed out of there and took care of it. For characters without enough native defense, I acted preemptively.
The Trapdoor mission, for whatever reason, cannot be autocompleted. If it's going to be that way, they ought to re-enable multiple strategies for it or fix it by making the clones finite in number.
Don't we have enough out there where the challenge of a mission has been gelded?
I mean, look at Infernal. Compared to that mission's former difficulty, with infinite spawns, it is now little more than a joke.
I haven't even seen the infamous CoT portal room that used to be such a chore in years.
Trapdoor is fine the way it is...
On missions that strongly advise you to bring friends, I have no issue with some players not being able to solo it.
Still, I need to try it out with my dark/elec fender now that she's fifty (first need to give her an offensive build, current one is heavily built toward team support, usually when I play her I only use my elec when everything else is recharging, or for Tesla...) -
The game engine was not designed for PvP. PvP was really kind of an after thought brought out by a lot of player wishes. The classes are fairly well balanced against environment now, though some still have holes. Balancing them against each other is almost impossible because the successful approaches for each class are so extremely different.
You'd have to start from the bottom up and redesign a whole MMO with the possibility of PvP in place. -
Quote:Exactly.And why should we get more power and greater ability to defeat enemies if all we're going to do is defeat the same stuff?
With more power comes more challenge. It's a very simple concept. Which you seem to be failing to grasp.
Unless you think Incarnates should be able to treat the entire game like a level 1 Hellion.
Just in case you missed it: The more challenging stuff is OPTIONAL. There is no one twisting your arm saying you HAVE to run it. If you want to flatten things with your uberbuild, with no chance of actually being defeated, there is plenty of content for you to run.
You do NOT get to dictate that no one should get something, just because YOU don't want it. The entire game didn't get more challenging, some level capped end game stuff is harder, the rest of the game remained exactly the same.
This may come as a shock, but the developers' game design decisions do not revolve around your personal desires. And they shouldn't. I'm not expecting them to do everything the way I want them to, why do you think your opinion is so much more valuable than anyone else's?
The people who wanted end game content got it, after years of waiting for something fitting that description. The devs aren't going to take it away just because Johnny_Butane doesn't like it.
If you don't like the new content, you have the option of not doing it. Or, alternately, you can throw a hissy fit on the forums because the devs did something you don't like. One of those choices is a reasonable response to not liking something, the other just makes you look like a jacktard. You responded pretty much how I (and likely others) figured you would, by making the choice that makes you look like a jacktard.
Yes, you(JB) pay your fees to play the game. But so do I, and so do a few thousand other people. I pay just as much as you do, therefore my voice in wanting more challenge is worth the same as your voice who doesn't want challenge.
You're acting like the guy who says he should be able to talk all he wants in the movie theater because he paid his seven dollars.
Well, the rest of the people paid their seven dollars so they should be able to have quiet. -
Worse than that, this is more like a case of the Pot calling the Tree black.
He's using a term the definition of which is a player who wants lots of power for no challenge to describe players that want challenge.
Johnny Butane is a munchkin and what he wants is a munchkin's paradise.
His idea of the tanker is the Hulk, the Thing and so on, which is all well and good except for the fact that such characters are in NO way balanced. Fictional characters are generally much more capable than equivalent roleplaying characters. -
Quote:I believe that change happened in beta.As I recall, there was a time when you could die from falling off a building. They added code years ago so that you would always have at least 1 hp left, no matter how far you fell.
And maybe I'm just imagining things, but I seem to recall that if you did fall and get killed, then instead of just lying on the ground, you actually cracked the pavement and got embedded in it. -
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Quote:The shakiness of the camera is especially odd given that shaky cameras are meant to represent amateur filming in order to add a dose of realism and tension.What really killed the show for me was the unnecessary shakey cam. Nothing like watching a conversation between two characters and watching the cam jumping around like a cricket on crack (very very noticeable when you only light the characters faces but have a dark background). I could deal with the characters and whatnot, but getting motion sickness (something that only extremely rarely happens to me) from a tv show is a massive turnoff.
That, and the writers continual ******** on Eli. It was like some kind of passive-aggressive hatred of the fans that made SG-1 and SGA into successful shows, IMO. The only halfways likeable character and they made him into the punching bag.
Good news with that release though? More Eureka, Warehouse 13, and Haven. Hopefully more Sanctuary too, as I enjoy that show. Though given it's death slot on Friday after wrestling...
Given that the cameras used in the story are floating camera balls, there should be no reason for them to shake at all.
I can't watch SGU without thinking of SG-1's episode 200 and the "younger, edgier" SG-1 skit. It really doesn't feel like the same franchise.
And I agree on Sanctuary, originally fridays on SyFy were rather easy, click the channel and let it run all night. Now I have to turn it off or put a disk on and remember to turn it back before 2 hours have passed -
Quote:No, what, I'm saying is that they don't need a new mechanic.Yes but Defense and Resistance are already connected to each other. The only difference in a partial dodge system is the only outcome from Defense is not 0% or 100%. Since you still have the ability to completely avoid an attack and hence any secondary effects, its not just another form of Resistance. That is unless we want to argue that Defense as it exists today is really just a form of Resistance that always resists exactly 0 or 100% damage and any attached effects.
Place defense and resistance into the same power. That's a partial dodge mechanic. Which is why I said partial dodge mechanics would look a lot like a Shield Defense user
For instance, placing one power with about 20% defense and 20% resistance -
Quote:correct the mathematical formula might be a bit different, but essentially you have defense (which prevents an attack entirely) and resistance (which reduces damage)In the same way that "subtraction" and "division" are just another name for resistance I suppose.
a partial dodging mechanic is just one connected to the other. -
sounds fine to me, I just would like to be able to pull up a list of what's in the base without having to go through every bin...my static team uses communal salvage for the most part, heck, even if its in personal storage if someone asks for it and we don't need it we turn it over, so you could say that we've gone the reverse and made all the personal salvage into group salvage.
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Quote:That doesn't work quite the same way. That's an example of resistance increasing as the character gets hit. I'm talking about a system where near misses and close hits are no longer an all or nothing chance to take or dodge damage, and the amount of damage received is directly based on the contest between attacker and target. Essentially, the ability to dodge 50% of an attack instead of 0 or 100% of it. The major difference between such a system and the mechanics in SR are that in this system increasing your accuracy directly increases your damage output even if you are at the "cap." In fact its designed to smudge the cap out and make it viable to have characters at or below the defense "soft cap" who still benefit, essentially smearing out the current "ideal" target value.
Specifically, what the intent of that sort of system is is to cut the combat mechs some slack. It's not surprising that the developers have trouble balancing encounters when every major boss has to be loaded with powers that can one or two shot a player but is operating on the assumption that most of those shots will miss. Allowing them to hit, but only partially, eases the burden of the soft cap and the impossible challenge of creating balanced high level encounters.
agreed, but mechanically, it's still another name for resistance
I've done similar in HERO system, buying a decent level of defense and then purchasing a force field defined as "parries and dodges" for a martial artist.
ideally, SR should have been built as a layered defense with moderate resist and heavy defense, pretty much the opposite of Invulnerability.
Where Invulnerability has defense described as tough hide, SR would have resistance described as last minute dodges.
Granted, a scrapper doesn't need as firm a defense as a tank, they don't need to slog or wade as much as skirmish and harass.
But, a Reflexes tanker built toward high defense and moderate resist would be interesting. Granted, that would look a lot like a Shield user. -
Quote:Most likely, but still would be fun.Adding the ability to inflict damage to moving vehicles isn't directly related to the physics engine making it impossible to ride on moving objects. The two have no direct relation to each other. Actually, the more i think about it the harder it seems to me to implement damage and KB for vehicles in a way that works how players would want it to work, so adding that capability might require an overhaul or replacement of the game engine anyway.
I also wish the vehicles in the War Zone would actually shoot.
There are some things about Champions Online that I like (even though it was overall rather aggravating), and the ability to fight dinosaurs, wolves, and tanks is among those. Granted, the war zone vehicles would be on our side. But I'd like to have my characters fight a main battle tank.
The Sky Raiders skiffs are cool, but there could always be more of that. -
Quote:This I wouldn't mind for the simple fact that it would be funny to watch a truck slam into a behemoth and it would be a very fun superheroish thing to do. Also, the added complexity to fighting in the streets would be interesting.The OP actually hit on something that has been a pet peeve of mine for years.
Cars and Trucks should cause damage when they hit you. If you're dumb enough to fight in the street, Watch for Cars.
If cars did do damage, like they do in Freedom Force, then you would more often find me street sweeping so that I could play aggro pinball in traffic and watch the baddies getting bounced off different cars. Heck, if they added damage and KB then might be given a more substantial object within the map.
Then we could ride the cars and shoot or fight from the top of a moving truck or on a moving speed boat.
That would be awesome, especially if your in a fight with a tsoo martial artist and KB him into traffic and watch him torn apart by environment (moving traffic) or simply KB him into a tree and turn to fight his comrades while he has to catch up.
Yeah, fighting from car-top to car-top on a busy street would be great. -
Quote:I find it interesting that you think I'm showing off my public school and local university education and seem to consider me somewhere between the picky, fastidious clerk and the self-important intellectual.You have failed to submit your clarification that was an opinion, in triplicate.
Therefore, I have decided:
By the laws of your people, and in defiance to our sacred Common Sense, we shall now embark on a seven page pedantic rant showing off our education.
In addition we shall argue matters that are clearly intended as open subjects.
Finally, we shall laugh our heads off.
Of course, I think my only comment on education was the mention was of the basic freshman rhetoric class required by most universities and the fact that I was a teacher. Everything else was related to discussion of my profession not my education. Anybody who makes the language their profession is likely to be similarly precise at need. It is not a matter of fancy education. It is a matter of use.
I am able to cook, for example, I know how to run most of the positions available in a restaurant by nature of long hours working in restaurants. However, it is not my profession and it hasn't been my job for some years, as such I am not going to be as skilled as I could be. However, I deal with writing and analysis of language on a day-by-day basis. Naturally this produces a higher level of skill with the language based on an education that is available to the average person who pays attention in high school.
Your comment is, of course, a clear exaggeration of the voice I have adopted here. This is another tactic which can be effective but has its weaknesses. Namely, it suggests that you have no real argument against any points made but have either taken offense or felt that your pride won't allow you to back down.
I am curious as to what you will do with this comment. I've provided a fair amount of fuel for you to target. I must admit that while there isn't much need for this discussion, I enjoy seeing what sort of amusing thing you might respond with next. -
SRs get partial dodge in the form of increasing resistances as their health drops. Which is all a partial dodge is, really, resistance themed as avoiding most of the blow.
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Quote:Hey guys.
I have an idea.
Let's all post like this.
Then use a thesaurus for almost everything.
Then argue against everything, no matter how trite or clearly subjective.
Then do it repeatedly, without a sense of irony.
Only posting like this will we get our views across in a manner that makes people want to share them.
It's true. I totally saw it in my extremely intelligent school class once.
I swear.
I don't need a thesaurus.
^_^
Truthfully, most of these terms are from my line of work, which happens to be the English language. Previously teacher, currently freelance writer for commission, articles, gaming, ghostwriting and the like.
Basically, how to make yourself understood and to give the desired impression is my trade. I prefer to keep things unemotional, dry and technical when I am analyzing the language of a piece of writing. I generally only use the particular voice you describe above in such cases.
It is rather boring for a story.
As to the formatting. Indentations are usually impractical to use on forums such as these, in addition, such analysis is best made with short, unambiguous sentences. As such, there is a lot of skipping of lines. Regardless of how it looks, it is the most effective formatting for being clearly understood.
Now, if you want to find something more like a conversational tone with me, look above to the post relating to my Champions PnP experience. It was written without much regard for grammar or even effectiveness for story, that's basically just me ranting. For my story writing check the link in my signature.
Also, no, posting like the above is not the only way to get your views across. It is not even a particularly good way to really get a view across, it has a terrible lack of voice. For getting personal views across, it is best to fall somewhere between that and the already referenced post wherein I am ranting. Emotional content is rather important to a persuasive piece.
I was not writing to be persuasive, however. I was merely analyzing, which does not require emotional content and, in fact, is better served with a complete lack of emotion.