Nethergoat

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  1. Quote:
    what is there that we have gotten that's new in terms of content and content execution that is different in the past 6 issues?
    I seem to remember I14 delivering some sort of system that was new and different and had a lot of content...hmmmm. What was it called again?
  2. Nethergoat

    Oros portal mish

    Quote:
    Originally Posted by Dechs Kaison View Post

    Also, you can find someone to open an oro portal for you, and just fly/jump/tp to the exploration badge.
    you can also just run up to it- hop on the guy-wire thing by the portal entrance and jog straight up to the badge.
  3. Quote:
    Originally Posted by Aura_Familia View Post
    It also comes down to the whole "empty space issue".

    I don't mind them building wilderness. But at least have SOMETHING, ANYTHING to do in them that can be done casually.

    the Shard seems deliberately designed to alienate players and keep people out (it's a bit better nowadays, but still...)
    Why do I have the feeling it was Statesman's baby? =P


    I think the devs resources would be better spent giving us reasons to explore the zones we've got rather than investing in Sam's dream of vast uncharted spaces. There's a lot of the game most people have never seen- give them a reason to see it, beyond "hey look, static spawns I can beat up on!" DA is one of my favorite zones in the game, but there is literally nothing to do there if you don't like crashing through wave after wave of zombies.

    r/e exploration badges, the problem I've always had with them is they're very rarely put somewhere you would go naturally (like the top of the Atlas globe, or through the doughnut hole in Faultline). They're usually in some nondescript, out of the way place you'd never, ever find except by random chance or checking the internet.

    Fewer exploration badges placed at points of interest would be much more of a draw for me than a huge number a normal player would never be able to find. Years back I'd be travelling around a zone, see something kind of cool and go check it out. But there was hardly ever a payoff, so I stopped doing that.

    This is one thing WoW did right- if you see something neat looking or out of the ordinary, exploring it may well net you some sort of reward in the form of a quest or two, or resources, or whatever.

    If they added that kind of thing to our 'locations of note' in this game it'd go a long way toward incentivizing the kind of exploration Sam enjoys.
  4. Quote:
    Originally Posted by Reptlbrain View Post
    This is why i16 will be such a boon. Although it seems counter-intuitive, your survivability will go up with the ability to increase the number of mobs soloing.
    absolutely.

    my fire/ice blaster burns inspirations as fast as they drop when I farm DA and at any time has 4-5 effects stacked up.

    come I16, anyone will be able to set up giant spawns of minions in their missions, turning the whole game into a giant hazard zone for inspiration eating purposes.

    and Sam, I was using the "drop and burn" inspiration technique last night to farm the Skyway door of the Hollows with a level 11 archery/electric blaster. It wasn't as super efficient as my fire blaster, but it still worked pretty well considering I had one AoE and most of my powers were unslotted.

    Any blaster with good AoE capability and access to large spawns should be able to generate enough inspirations to greatly increase their combat efficiency. I save purples, delete rez's and burn everything else as it comes in by periodically banging on my F1 and F2 keys.
  5. yes, my beautiful Green zombies will be filling my inventory with purples in the brave new world of I16.

    I do agree tickets are 'too good'- the distillation effect makes them substantially better than 'real' drops.

    I'm expecting the lure of purples to counterbalance that efficiency.
    we'll see what happens!
  6. Yah, they're destructible.

    As a blaster, I didn't get close enough to find out if they meant me harm. =P


    In the Hollows tonight, and while the farming around the Skyway gate is excellent (nice big spawns, arcane enemies, handy healing crystals everywhere) I'm less impressed with Wincott (Hey, depopulate the streets before I'll give you a mission) and Mason, who insists on giving me Vaz missions literally a mile away.

    Anything else I should check out here before I head back to Skyway for some radios?
  7. Quote:
    Originally Posted by Dersk View Post
    Not all of us. It's actually just a conspiracy against one person. Everyone else is just a casualty of war.

    Perfect.

    =D
  8. It is no coincidence that all my villains have capes, even the ones who don't need them, while the only heroes who do are the ones who desperately need them to complete their 'look'.
  9. I want his helmet and chest emblem.


    =(
  10. Quote:
    Originally Posted by Blood Spectre View Post
    Or crimes to commit. Don't be hatin.
    True!

    Although there are no shortage of muggings & petty street crime to commit in the Isles. =P

    It would be funny if you got a 'mission' to tag an Arachnos building with graffiti and it triggered a gigantic ambush...
  11. Quote:
    Originally Posted by Ynaught View Post
    So why can't we have something similar to that here in Co*?
    For the same reason we never get the phone number of our broker/detective, the same reason we have to run X number of missions before contacts give us their numbers, the same reason we have to run all the way to city hall/that building in PO to pay our base rent, etc etc.
  12. Quote:
    Originally Posted by UberGuy View Post
    I nominate Nethergoat as our ambassador to Ireland.
    I will only accept if I can abuse my position & subjugate the locals!
  13. Quote:
    Originally Posted by eryq2 View Post
    Ah, so original there Goat.
    truth doesn't require originality to have value.
  14. That zone is like the worst bits of CoV magnified 10x....a monotonous, monochrome cityscape of basically identical stuff, extending to the horizon.

    Are there more than 10 buildings? I wouldn't swear to it. And yes I did spend my share of time there back in the day mowing 5th column with pals.

    I do get the appeal of exploring a cool, well designed zone- I've spent quite a while tooling around the Shadow Shard, which I doubt uses many more design elements than Boomtown (rocks....more rock.....yet more rocks.....) but is assembled in a way that makes it seem much more diverse and interesting.

    And we could certainly use more incentives to hang out and explore/patrol the zones we've got- one idea they could lift from Champs is citizens who run up to you with crimes to fight.
  15. Quote:
    Originally Posted by PennyPA View Post
    Bottomline: The devs are watching the game. They make merit changes up and down where needed. Players will shift to what is optimal for their style of play.
    I prefer "efficient" to "optimal", but the theory is the same.

    And the devs don't worry too much about that efficiency unless/until it becomes too widespread. If a well run UberTeam can hammer out some TF in 20 minutes and earn its members a ridiculous Merit Per Minute average, great. But if nearly everyone who runs it is able to do the same thing, then watch out for the nerf hammer.
  16. Okay, looks like I'll hit the Hollows for a few levels before taking a jaunt to the 'new' Faultline.

    More later.
  17. Quote:
    Originally Posted by SlickRiptide View Post
    This illustrates the biggest problem of all - One man's wilderness is another man's wasteland.
    What's interesting about the same ten ruined buildings being copied-and-pasted across an entire zone?

    I don't see the point of "exploring" a zone that has nothing to discover.
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    Yes, the new Faultline is a lot better to play in, but with authorities spanning the entire thing, the lack of the deep, impressive cracks and with everything "in control," it is no longer as interesting to actually BE in.
    The original zone was completely unnavigable for many players & needed to be changed.
    I liked the 'look and feel', but you couldn't really do anything there if you had super speed.

    Quote:
    It has always been my hope that the developers could reclaim these zones in terms of content, but NOT in terms of rebuilding them. I've seen a lot of suggestions to lift the fog in Dark Astoria or rebuild Boomtown and so forth. I'd rather that didn't happen.
    The fog is integral to DA and doesn't handicap anybody to any meaningful degree.

    But what's interesting about Boomtown that it requires saving? It's basically an endless vista of ruined buildings- if you've wandered ten feet past the entrance, you've seen the whole zone.
  19. for high volume stuff the 'wait' can be so ridiculously short it barely qualifies for the name.

    I was buying an uncommon the other day for a recipe, they were going for 200k+. I bid 50k and went shopping for the commons I needed. By the time I'd picked those up at BUY IT NAO prices I had my uncommon.

    Many many times I've put in bids and gone to craft something, or gotten in a discussion with a pal, and when I come back they've filled.

    For recipes the timeline is longer, but for salvage even a TINY bit of patience can go a long, long way.
  20. Okay, finished up Tristans arc last night.

    The lead up pretty much stunk, but the last mission was very enjoyable. It felt suitably heroic (saving the city's water supply from Vaz poison is definitely hero stuff), it was quite a challenge (not sure why my 'heroic' difficulty level earns me multiple orange Mortificators, but whatever), and as I mentioned the foaming barrels of poison I had to destroy were pretty cool & necessitated a bit more strategy than usual to nullify.

    It's interesting how much better that one (relatively) minor detail made the mission. If they'd been just a regular old barrel, like a million other barrels I've run across in the game, it would have probably felt like any other mission. But the toxic waves rolling off it gave the whole mission a different atmosphere.

    I'll give Tristan a C+ for passing the final. The rest of his arc was just as boring and annoying as Sanjay, but it closed with a bang.

    I have a taste for some more recent content now, to provide a contrast.
    Where should a level 12 blaster go to score some storylines of more recent vintage? Am I grown up enough for Faultline yet?
  21. Quote:
    Originally Posted by Noxilicious View Post
    Have they actually promised that?
    somebody in some interview said it- I'll bet one of the more organized and enterprising folk around here remembers where...
  22. Quote:
    Originally Posted by Lazarus View Post
    Unfortunately, if they don't revamp the old content and just layer a bunch of new shiny stuff on top of it then the problem is still not fixed.
    If GR provides an 'alternate leveling path' as we've been told, along with side switching that's enough for me. It'd be great if they sicc'ed someone on cleaning up the crummy old stuff but I'll understand if they don't.

    but they should probably date it, maybe with a warning pop up so newbs know what they're getting into. =P
  23. Quote:
    Originally Posted by MrPlayskool View Post
    Going Rogue could potentially be more of the same. I have been paying attention to the way they've handled information and press releases. They seem to want to make us think something tremendous is in store. Well, I don't think so. I feel they are placing a veil over Going Rogue and when they lift it many people will be disappointed.
    I expect GR to be a huge leap forward in mission content in roughly the same way CoV was. They'll be able to apply the stuff they've learned since the CoV release, they'll have access to the MA toolset, and I wouldn't be surprised if we got things like braching dialoge trees & multiple choice endings.

    Even if I'm totally wrong about all that, worst case scenario we get a giant CoV-sized pile of new story arcs and missions to run that should be at least as engaging as the other newer stuff like the RWZ and revamped Faultline.
  24. Fulmens transferred my inf, lowered his rates the next week and then made me dance for a refund!

    >:f