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Lamentably, Weapons Customization is tied into powers, not costumes. For example, an Assault Rifle blaster will have the same selection of assault rifles regardless of the costume. The same is true with Arachnos Soldiers and Arachnos Widows. Because they're VEATs, they have a limited selection of costume items due to their Arachnos costumes. Unfortunately, this also affect the weapons from which they can select, even on other costumes, since the weapons are tied to their power and not the costume slots.
I suspect this would be a non-trivial issue to overcome (would require new tech). However, color me as wanting it when time allows. -
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Quote:I have one better: would it be possible to use the Suggestion and Ideas board for this thread?Would it be possible for NCSoft to release some no longer used character names? Say characters under level 25 on accounts that have been expired for a year or more? Or, better yet, find a way to tie character names to the global name, so everyone can be Captain Bob?
To be completely sincere, I know I've ragged on thread placement before, but this thread does truly belong there, IMHO. -
Worked here too, but I also have a Titan Key.
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<QR>
The only thing I want to do after reading another of these threads is merging my foot to someone's posterior. -
<Start playing Taps>
Rep comments, both good and laughably bad, will be missed -
By "Crab", I'm pretty sure you mean "Bane", as Crab spiders have the armed backpacks and cannot wear capes. Also, I'm judging based on your pics.
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Precisely. Kind of silly to hide the comments while at the same time still being able to leave them, IMPO, especially if the desire is to reduce the rep system to a simple "like/dislike" system.
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This creates an odd situation. One can still leave rep, and make rep comments. While the recipient of such action sees the rep outcome, they cannot see the comment. But the mods will still be able to see the comments, presumably. So from what I gather, one could presumably be actioned by a moderator for a rep comment the recipient can't even see
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Quote:You can't honestly tell me that you forgot it was Arctic Sun who headed the writing for the Paragon Times- In-"character" story and lore - The Paragon Times vanished with Gilgamesh, as I recall. Someone should have, IMHO, been appointed to fill in his shoes. (Of course, this was on our way down to a 15-person team.) The in-world stories, interviews and such were fun to read, and helped bring people into the game. (No, the city scoop does not fill the same function.)
On topic, remember how when wings were being introduced, and angel wings were supposed to molt (like how the trees loose leaves when physics are enabled), but they pulled it at launch due to tech bugs that were supposed to be resolved soon thereafter? Still no feathers dropping from wingsIt's a minor thing, but one that I remembered just the other day.
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It's a known bug. It's believed that Slow IO sets may inadvertently slow walk speed. My Bots/ Traps MM has the same issue and he uses a standard Male frame.
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If Emperor Romulus Augustus was the last Emperor of the Western Roman Empire, who is Imperius? Is Imperious the Emperor of Rome, or only the the Emperor of Cimerora?
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Quote:Yes, this is a very serious issue that must be dealt with immediately!!!Walk is LOL, and I'm glad it was only done in Brawler's free time, but that's not the issue at hand. This is:
Sprint is NOT given at Level 2. It comes at Level 1. REST comes as Level 2. This was pointed out in the initial Test Server Patch Notes thread. So, the question is: Do we get *snicker* Walk *guffaw* at Level 1 with Sprint or Level 2 with Rest?
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This, although I was hoping that when they changed the instance in Issue 8, it would have been co-op. IMPO, I don't think further splitting the server populations in regards to Hami raids was the best idea, although the revised encounter works much better.
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Had one successful run on Fri night, but there wasn't much interest red-side beyond that. I still have a couple of lower-level toons that still need badges, so I'll be looking for any interest today and Monday, and will gladly hop on anything that's happening
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Quote:Actually, that was my thought. I suggest a satchel due to the size of the explosion. Although typically used for stationary targets, the above suggestion implies you could place the satchel either at close range or longe range, depending on the selected area.Technically it could be done as a grenade and given that we're using it against people rather than fixed fortifications it would be more realistic. However I personally prefer it as a satchel charge for a couple of reasons. Most importantly satchel charge implies a bigger BOOM than a grenade does. Secondly there are already a number of grenade based powers in the game and as a T8/9 power I'd like to see it have a more unique animation.
As for the animation of the current time bomb prep, something similar could be done with the satchel charge when initiated, such as taking a knee and setting the satchel before deploying it. Really, I'm looking for as much parity as possible to Time bomb in terms of activation animation and timers, but at the same time improving its usefulness. -
They should just remove hunts altogether. It might be an extreme idea, but I always thought hunts were just a bad device that is used when the writer needs some sort of segueway between missions, implemented before better tech allowed for better story writing. "Well, we're at a dead end, so just beat up a bunch of thugs until one of them talks." Hunts are, IMHO, unnecessary time sinks, and especially in the case of PI hunt missions, can be aggravating, especially of two groups or individuals are hunting the same mobs.
Removing hunts would be another way to avoid fiascoes caused by zone events, and IMHO, kills two birds with one stone. -
Quote:Yes, you're right, and I feel silly for making this error, as I took Detonate with my MMMasterminds don't get Time Bomb at all, at least not as such. They get Detonator. Detonator on unthinking henchmen (Robots and Zombies) is a sort of self-destruct nuke, but on thinking henchmen (Ninja, Thugs and Mercs) it actually causes the henchman to summon an honest-to-God Time Bomb. The real kicker is that it's an explosion on demand at a location of your choosing, not at your feet 15 (23, actually) seconds later. And for not much less damage, either. True, it costs a henchman, but still.
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Now who's wearing the sarcastic hat?
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Hrm, I thought there was a thread on this subject, but only looked in the S&I forums. I put up a suggestion here for an alternate idea for Time Bomb. Feedback would be appreciated
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I see what you did there
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The devs also clearly love RPers and hate HEATs and VEATs. Got it! We can all blame the RPers for not getting other things in the small add to the game. Curse you RPers! /e fist
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Quote:Heh, and here I thought all of BAB's sarcastic response would have been enough to explain that Animation Dept. projects aren't Code or Power Dept. projects.QR,
So this whole walk thing was done for the RP'ers?
Can the MM pet zoning feature be fixed "soon" for the PVE'ers?
But in case we all haven't understood this yet, well, there it is.
But if that doesn't work for you, then "the devs hate Mac users and Mastermind pets." Or whatever else you want to complain about that didn't get fixed/ added instead of Walking.