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Posts
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Quote:A quick caveat - while, if you're in an arc, you'll get the same mission you just abandoned, abandoning while not in an arc will give you a random mission from that contact {which may be an arc mission, but since it's the first one, you're not officially "in" an arc yet}.Yes, it just affects that mission and not the arc. I was using abandon several times in a row today to get a mission not to spawn out in the boonies of Boomtown. I've also used it a few times when a mission spawns out in the northern islands of Talos. You just call up the contact again and get the same mission again.
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Quote:Your post confuses me. To me, you just said "All ambushes announce themselves" and then said "Ambushes don't announce themselves." immediately afterward.
- Ambushes in CoH almost always announce themselves when each wave spawns.
- Ambushes in GR almost always don't.
Set 2. to match 1. -
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You need to "unspawn" the mission to abandon it, if you've already entered it. Typing in /leaveteam or setting another mission will do that. You can also log out, but there's no real reason to.
It's a good way to ditch the surprise cave missions in radios or other annoyances you'd rather not deal with. -
We all know by now that Praetorian story arcs are very, very ambush-happy. This, in itself, is not bad {subject to debate}.
There is also a number of active threads arguing that the Praetorian enemies are harder than Primal enemies of equivalent level. This, in itself, is not bad either {though also subject to debate}.
The problem is the combination of the two. Not because because of brutality of such ambushes - an average team will be able to fend an ambush off without too much trouble and recover in time for the next wave - but because of their stealth. In a stark contrast to CoH, nearly all ambushes in Praetoria are completely silent, making it impossible for any given team to know whether or not it's safe to engage the next room, or would that be risking a wipe as a second group piles in from the rear, steamrolling the squishies and the rest of the team as the attention is directed elsewhere. The uncertainty {and misplaced certainty} has been the cause of more ragequits than I can count, and oftentimes completely wrecks the pacing of the mission.
So, a simple suggestion - add a bit of NPC dialogue to each ambush {it's fine for the waves to repeat themselves}. Just something like "Get them!" "CWK(ATT(INT)))" or "This is the PPD!"; anything that will alert the players that they will soon have another fight on their hands. While I understand that not announcing your presence as you attack is a defining element of an ambush, from the gameplay perspective, it's just too damn frustrating for no evidently good reason. -
Actually, a full-fledged expansion is already in the works.
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Hmm, honestly? Eh, why not? More versatility is always good, and with ED it would be hard to abuse the system {probably}.
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Quote:Is that near Atlas Park?ENHANCEMENTS
You know who you are. You just don't know what an enhancement is.
Quote:3-4 lucks, taken together.
60 second godmode (no crash!) for 150-200 inf.
Also, regarding the original topic... Help channel. -
Why bother? On the couple of occasions I went running tip missions, I had a replacement tip or two drop for me from the mobs inside the mission. It's not as though they're in short supply.
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You can always try out the Dev's Choice/Hall of Fame arcs, see what suits you best.
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Option 2, because removing existing assets unnecessarily is... well, unnecessary. Potential clashes of old and new can also easily be potential stylistic goldmines.
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Yes! Give me glowy pistols! Even if they'll still shoot ordinary bullets...
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A few notes, though, in light of recent game developments...
A motorbike might be feasible - like Walk, it shuts down all your powers {skipping the animation issue}, bottoms out your fly and jump values {so there's no jumping/flying motorbikes silliness} and cranks up your run speed.
Certainly not combat-worthy, but hey, a vehicle. -
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Yep, that's another of the trial account limitations. And yes, the communication limitations on trial accounts have been put in place because of the spammers - and if you don't believe me, imagine your chat and email windows overflowing with goldfarm spam from disposable trial accounts that can be replaced within seconds of being banned.
So yeah. This is why you can't have nice things. -
Not sure if it's been mentioned, but the Resistance pistols would be nice to have.
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Another possibly fun way would be to implement Prestige/Influence/XP* sliders, ranging from 0% to 300%, with each of them at 100% by default - increasing one decreases the other two, basically letting you decide how big a slice of the rewards each aspect of the rewards gets. Want to quickly raise some prestige? Turn down the XP and influence sliders. Want some quick cash? Turn down prestige and XP.
*Caveats: XP doesn't go above 100%. Prestige slider only available while in SG mode. SCR applies. -
See! I told you this would happen! Side switching has finally tipped the amount of storm summoners in the Isles above the critical point!