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Posts
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Joined
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Quote:Set them up like Safeguards, in that they don't involve running around blowing things up and are focused on side missions. Instead of protecting anyone, they run around the Isles/Paragon finding captives to get jobs. Include the ambushes from Mayhems, as the local authorities try to take them out or rivals try to muscle in on their work. Time bonuses take cues from both Safeguards and Mayhems - rescuing captives and fighting off ambushes.Set up a Safeguard like mission for Rogues, where they end up protecting people from truly evil villains, or even just reckless heroes. They can also have side missions where they make choices about going after loot, but it could cost them time from their overall goal.
The overall feel has the hectic nature of Safeguards - dashing around the map to complete jobs and stop rival groups from doing the same - but it avoids being too heroic. -
"The Horror of War". No question.
Finding Sefu and having Dietrich finally show some emotion is heartbreaking. And then you enter a massive Nemesis base. And you make them pay. -
Quote:Strategy implies the potential for multiple choices. It means that the player will have to use all the tools at his disposal to overcome the challenge. It offers the player a method of victory that involves him using any and all of his skills to the best of his ability.Oh no, NO, I'll have to use strategy?
This sounds far too difficult.
Disintegration does not allow for strategy. Defense can't overcome Disintegration. Resistance doesn't stop it. Control has no ability to counter it.
"Bring heals or go home" isn't a strategy. It's stupidity. -
Ooo, sounds like fun. Time to go make somebody on Guardian.
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The Darkness Comes: A Lovecraftian Tale in Five Acts
If At First You Don't Succeed - Arc 5923 - Heroic
To Live in Infamy - Arc 12034 - Villanous
A Shout in the Dark - Arc 242260 - Heroic
With Friends Like These - Arc 458338 - Villanous
The Darkness Comes - Arc 481627 - Heroic
The Darkness Comes is an overarching story comprised of five arcs. The first three arcs stand alone; they tell complete stories that do not require knowledge of any of the other arcs to understand and enjoy. The final two arcs do not stand alone; they expect the player to have completed the previous arcs.
I hope you enjoy these arcs as much as I do. -
I recommended it early in the thread, but it was broken for the longest time. Now that it's fixed, I'll recommend it again.
Arc 39008 - The Time Bandits
by IantheM1
An arc with clever nods to Paragon City history and a grand bit of wit. -
The Time Bandits - Arc 39008 - by IantheM1
Mendor Silos has discovered that a band of thieves is disrupting the time stream!
A humorous look at Paragon City history and a villain group that manages to be challenging without being frustrating. -
Professor Thomas Shaw is the very model of a Victorian scientist. Using his considerable alchemical knowledge, he, his bodyguard Sophia Heraldson, and his ally Jack McGregor explore Steampunk England. The trio battled the molemen of Venice, stopped Baron von Doomsblood and his mind control gas, and discovered Atlantis.
But the Professor's latest experiment seems to have opened a hole in time and space. Now the three have to face their greatest challenge yet - the future! -
Heh, what a coincidence. That's almost the same as the story behind my main villain.
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Don't forget that in I14, 15, and 16, new powers were added to every APP and PPP for every AT.
Recent issues have also included new temp powers and new animations for several sets. New animations are the bulk of the work involved in creating new powers.
Also,
The devs are incredibly open to discussion. I myself have sent PMs to them and received replies within hours. They're willing to talk even when your messages have nothing to do with the game itself. If you want to talk 1-on-1 with the devs, all you have to do is ask. -
Especially since having 100% resistance means 100% protection from resistance debuffs. Not only are they immune to damage, they can't be made vulnerable. Anything below 100% would be workable.
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Achievement: Got myself sequestered by both Nightstar and Siege at the same time.
Disachievement: Got several members of my team sequestered by both Nightstar and Siege at the same time. -
Quote:I fully agree. I want to see this. And yes, this thread needs to be saved. Masterful build-up.Nice, I see whatcha did there.
This pure awesomeness. A Preatorian killed with a rock. Can we please get this in the game somewhere? Even as a comment from an NPC civilian walking around Nova Praetoria?
"I hear Colonel Duray was killed by a Primal hero throwing a rock! The Emperor might be in over his head... -
Quote:LazyThere's no reason to complain about something just because you don't want to do it, that is being lazy.
adjective, -zi·er, -zi·est, verb, -zied, -zy·ing.
adjective
1.
averse or disinclined to work, activity, or exertion; indolent.
2.
causing idleness or indolence: a hot, lazy afternoon.
3.
slow-moving; sluggish: a lazy stream.
4.
(of a livestock brand) placed on its side instead of upright.
Not pictured:
-1.
refusing to do something that one does not enjoy
-2.
asking instead for a different method to achieve similar goals -
Quote:Unfortunately, that wouldn't be enough. Protector Bots literally don't have a melee attack, but they still insist on running into melee to heal or bubble.I'd settle for them removing all melee attacks from any henchmen that does healing. I was fed up with watching my merc medic run into melee and get killed the third time it happened.
Absolutely signed. -
They aren't the only ones with groundbreaking tech. The Knives have learned how to kill lightning.
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Quote:One of the best changes ever made to TF2 was the change to the drop rate. Before the change, the game rolled at random intervals to see if you got a drop. Now, it rolls to see when you get a drop. This way, even if you're the unluckiest person in the world, you're still guaranteed to get a drop. I'd love to see more random drop systems follow that model, and I think the Incarnate Shards would a perfect place for it.I'm actually not opposed to the Shard drop rate slowness, what I'm opposed to is its utter unreliability. One of the first things that gets drilled into your head when you study statistics is that random chance has no memory. If you flip a coin 19 times and get 19 heads, your chance to flip heads again is still 50/50 (assuming a fair coin).
What this means is that if I go an entire day without getting a Shard drop, I have effectively achieved nothing. Random chance will not go out of its way to give me more Shards tomorrow to even things out. No, tomorrow will go on as if today never happened, so I have effectively gotten dick for my hard work.
Making the Shards system finer-grained may or may not speed up the process, but it will almost certain let us walk away with a greater feeling of accomplishment. Getting 1 out of 40 is still better than getting 0 out of 4. That 1 still puts me one closer with 49 to go. That ZERO puts me no closer to my goal, as I have exactly the same number of Shards to look for as I did before. -
Quote:I'd argue that's less a problem of "too much lore" and more "bad writing". Throughout all my years of writing education, I had it beaten into me that less is more. If you can cut something else out, it isn't done yet. So I've become of the opinion that if you can't compress it into a paragraph (3-6 sentences), then you're telling me too much. Every bio on my characters could fit on the back of a book. If you're trying to explain to me something vital to your story, and it takes you longer than a paragraph, then either it wasn't really vital, or you're doing a bad job of telling me.To me, few things ruin the experience more than outright exposition or blatant background information. Whenever a character sits down to explain the plot to me, I scowl. Whenever I find an expansive recording of information that I don't expressly need to know, I grumble, especially if it's not easy to tell it apart from information I DO need to know. To me, these are the times when the game pauses itself and slaps me with supplementary reading.
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For the love of any and all gods, yes. I refuse to believe that Flashbang's values aren't a decimal error. There is no way that a minion showing up in the 20s should be able to literally remove your toHit and Defense. Seriously, it's 44%. At even level. Thanks to the purple patch, even yellow-cons can floor both attributes. Not even AVs and GMs get powers that can do that.
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No no no, devs. My birthday is on the 16th, not the 17th.
I guess I can accept you being fashionably late just this once. -
While putting together a new arc, I can't make escort betrayal work properly. No matter what I try, I can't get the escort to reach the objective and start proper betrayal behavior (switching alignment and attacking). Anyone know if I'm just doing something wrong, or if this is a new bug?
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Quote:Making the debuff resistable would be a nice start.He didn't say he wanted to get rid of the defense debuff, he said he wanted to find some way to make the crash fair to both defense and resistance based sets. Specifically, he pointed out that distributing the loss in damage protection between both defense and resistance does not solve the problem.
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Working my way through some of these, I've seriously enjoyed Suppression, The Echo, Talos Vice, Blowback, and Freaks, Geeks, and Men in Black. I hope to find characters in the right level range and hit up the rest of them.
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Arc #39008, The Time Bandits by @IanTheM1, is a clever use of little-seen canon characters and a good bit of wit. I enjoyed it immensely.
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Quote:There's a large difference between "requires a lot of work" and "requires a change to the game engine". It's not impossible to make flight faster, but it would require the game engine be modified to allow for the increased rendering costs. Modifying the game engine essentially means creating a new game. I can't see them deciding that the flight speed cap is a good reason to completely overhaul the game.Sure they did. They said it was 'essentially impossible' because it would require too much work, but obviously it wasn't impossible. I believe the same can be said about increasing flight speed in some way, which is why no dev has said it is 'truly' impossible, and instead insinuated 'essentially' as you pointed out (oh wait the devs didn't actually say that, you did right?). Why? Because it's problematic and difficult, but not impossible.