SailorET

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  1. Quote:
    Originally Posted by Shuriken_BladeX View Post
    They should of so did that for the AE thing :/...those buildings just appeared...or something idk
    Perhaps they were always there... and you just got OUT of AE!
  2. IIRC, WW was under construction for a short time prior to I9, and the black market trucks showed up (with a closed trailer) a month or two before going live. And whatever has been under construction in SC and PO must be awesome, because they've been working on it for years.
  3. Quote:
    Originally Posted by Atilla_The_Pun View Post
    Heroes are heroes, they fight crime. They are not business men/women (aka "suits") who manage the daily affairs of a business.

    If you want to RP that, find another game.

    Or better yet, RP the fact that laundering and corruption take place all the time and most people are blissfully unaware of it. So when the markets ARE merged (as they should have been from day 1) your character doesn't know about it. RP that for a change.

    But the bottom line is that the markets need to be merged for the health of the markets. And RP should ALWAYS be lower priority than game balance.
    I'm sorry, I missed the ads claiming this to be a MMOBG.

    I usually don't troll, but that just called for it.
  4. Quote:
    Originally Posted by Ninus View Post
    You know, a quick fix for new tilesets without really having to produce new tilesets would be just to slap the tiles in the old graphics proggie and swap the colors a bit. Like I am about sick to death of the burnt orange carpet theme for Offices. Hasnt anybody heard of slate blue, or I would even go for the old 70's throwback avocado carpet; howabout a deep purple pile? Change the paint on the walls too and you instantly have dozens of new color configurations to work with. Just let the RNG do it's job populating the missions with new colors.

    I am a firm believer in the Standard Code Rant, but this has got to be a magnitude easier to do than to come up with and implement whole new tilesets. At least it would be a stop gap measure, and you would be surprised what a simple color change would do to the same old maps.
    I agree wholeheartedly with this. I remember when I first started playing CoV, the new colors applied to the same old office tileset were a thing of beauty to me. The same thing happened with the old, "destroyed" look of the science lab set brought out in the revamped faultline (though technically a new tileset, it was really just a "variation on a theme"). Some minor color changes could revitalize the game for a while, just to see a new surprise like green caves or a red lab (maybe a red/black 5th column lab? I smell a new story arc).
  5. Quote:
    Originally Posted by thgebull0425 View Post
    What is it about the game engine that doesn't allow this? And if it doesn't, can the engine be upgraded, or would that require COH/COX 2? I have asked the question about the engine before, and people come at me like basically I have no clue what I am talking about..........and I don't, but I have seen the reference to the engine many times. Can someone clarify?
    For starters, none of us have seen the game's code ourselves, and BABs has stated in the past (often I believe, but my search-fu is weak tonight) directly that the game's engine simply isn't built like that. As I've gathered over the years from what the devs have put out to us, however, here's some issues with the OP's suggestions; I could be entirely incorrect, as I am not a developer.

    1. Size-changing. Doable, yes, but why? Currently, if I have a Inv/SS tank toon who looks like a 3-ft tall female, and use the body-alteration costume change in the science pack to make her turn into a purple-skinned, max-height huge character, she does exactly the same amount of damage regardless of size. With that in mind, what exactly would size changing do to change the game? We don't really have mechanics in the game like Dragon Age where you need to shapechange into a mouse to go through a mouse hole and turn into a huge golem to smash through doors. Sure, the game's engine may support this, but what's the point?

    2. Super-stretchy arms. When a power activates, the game goes through up to three different animations in sequence: The activation effect on the PC, followed by the power moving through the air/ground, followed by the power making contact with its target. The first and final parts of these animations (depending on which power is used) can scale based on the size of the target. That's why GMs that are held appear trapped in massive blocks of ice or stone, or humongous tendrils or vines. Now imagine using your "super-stretchy-slap" on one of them. Your character reaches out, and smacks the GM with a 15-foot tall hand. Let's not forget that your costume is built on your character, not your powers, so your 15-foot tall hand will not be wearing the gloves you had in the character creator, and (unless the powerset was developed with PC built-in, always on, and non-tweakable) that hand is not the same color as your toon's face. Not to mention the clipping issues when your target runs or TPs behind a wall as you fire off the attack, and you reach through the wall to hit him.

    3. Web controllers. Exactly what powers would they have? OK, we've got an immob like web 'nade. Maybe a hold, but they would be hard-pressed to make it not look like web 'nade. And then what? Maybe spiders for pets? Now explain to me how you've made this something NOT like a lame version of a heroside SoA.

    All told, these sets have varying degrees of difficulty in the game, but the hard fact is that there's not as much interest in them as sets like Dual Pistols, which was one of the top votes in the poll the devs took a year or so ago.

    tl:dr version: It's supply and demand. There's little demand, so it will not be supplied.
  6. Quote:
    Originally Posted by Ishaila View Post
    I agree that Assault Rifle needs a similar update, its very weak, as Smashing and Lethal are the two most resisted damage types in the game.

    Also, i'd like to see Full Auto's animation reduced, as when it misses, its such a waste.
    Fire is the least resisted damage type in the game, of which AR has two separate attacks, both of which can be used to devastating effect when well slotted and used correctly (and I mostly slot common IOs).

    Whenever I use it, FA rarely misses more than one or two mobs out of a group and usually gives me a warm fuzzy every time I use it on an 8-man team and see the "sea of orange". Unless you're trying to use it as a single-target attack, it's typically one of the most effective skills in the set and always delivers for me.

    Of course, YMMV.
  7. SailorET

    Movement themes:

    Personally, I thing the whole "travel power theme" concept, while noteworthy, is better applied simply as power customization for travel powers. Which, IIRC, BABs said was being worked on for future release, but would take far longer than an acceptible time span to delay I16. I'd love my fire blaster to be able to leave a fire trail when in SS (like a time-travelling DeLorean), and have a jetpack appear when my tech-based heroes trigger fly (a la GvE jump pack). But until then, I consider these things a cosmetic issue only and I'm happy to wait. Oh, and you can TP through walls quite easily, as we've all seen Tsoo sorcerers demonstrate to our great irritation. You simply can't target through them. As proof, try strafing left/right at a full run and click TP at max range right before your "target" area moves behind an object. Done correctly, you'll port right through the object you just ran behind.

    Aside from that, is tunnelling really that interesting to you? I mean, do we really need a travel power with less vertical movement than SS?
  8. Quote:
    Originally Posted by Talia_Rayvyn View Post
    Interesssssssssssssting.

    Have you formulated any strategies for how to take on the AVs?
    Inspiration trays full of purples? Or, in the immortal words of Falkor, "With luck!"
  9. I'd love to try helping out with this... AR/Dev/Munition, Sheryl Fiero.
  10. Quote:
    Originally Posted by CapnGeist View Post
    Note to self: Make a scaly, one-horned, on-fire, eagle taloned monster.
    In that case, I'll make a one-eyed, one-horned, flying purple people eater and hunt all the top brass of the council.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    Isn't this what the Valkyrie pack [Mission Transporter] does anyway..?
    They want this, but under the "I want it NAO!!" principle. Personally, I like how mission transporter works currently, though maybe the timer could be dropped to 1 hour. It's useful when it's up, but I'm used to running (or flying, jumping, teleporting) to missions the old fashioned way, and I just use MT if it's up and the mission is 3 zones away. It's nice on a TF.
  12. SailorET

    An Arch Nemesis

    The nemesis/arch-rival system has been previously suggested many times, before CO was even a concept (in fact I'm pretty sure Jack took the idea from these boards and ordered it implemented when he went to run that game). I'm 100% certain the devs have considered this idea, and would probably love to implement it into the game in a way that would blow the other game's system clear out of the water. That said, basically everyone at Paragon Studios is likely working on GR right now, and I'll thank them graciously to keep it that way until its release and inevitable multiple bug fixes post-release all come to pass.

    It's a very nice concept, but the priority is still getting the new expansion polished to a mirror finish and ready to ship on time. My personal prediction: "Issue 20: It's a Nemesis Plot".
  13. SailorET

    1K

    Took me quite some time, but I made it.

    Only 9000 more to forum cartel level.

    I'll probably make it by 2025.

    That is all.
  14. Quote:
    Originally Posted by Atilla_The_Pun View Post
    Then I punched her face, now I'm a Believer
    Not a trace of doubt in my mind.
    Win.
  15. Nemesis is head of Marketing.
  16. That or they give birth to small Fanmons who bake giant flaming space station cookies and crash them into real space stations which then fall to earth in a giant flaming cookie laden space station mess.

    The ratings will go through the roof.
  17. SailorET

    Justice sucks

    I reject your reality, and substitute it with my pants.
  18. I wonder when people are going to start speculating when CO and CoX are going to merge...
  19. Quote:
    Everything is worth what its purchaser will pay for it.
    -Publilius Syrus

    Nuff said.
  20. I would love to join, but unfortunately my job involves being far from home for days or months at a time and can't be counted on for a regular team.

    Good luck, though!
  21. Sorry I didn't make it, emergency came up involving an ipod and a washing machine. I'll be back for another matinee!
  22. I'll join in... Banesidhe, 50 Dark/Sonic Def
  23. So, I mentioned this prior to Wednesday night's hami raid, but not many people were around at the time...

    Anybody think we may see a new raid come with GR? I mean, they claimed that the praetorian DE became far more powerful due to the use of nukes... perhaps a more powerful Hami in a zone that accommodates larger raids?
  24. Hmm... Rikti taking over NCSoft?

    <click,click>

    This is going to be fun.
  25. Quote:
    Originally Posted by arwendarkblade View Post
    i don't understand why they pretend to fight in pocket d when there are arena terminals there where they can do it for real. I thought rping existed to make up for mechanics in game that don't exist.

    That thread made my head hurt. It's like they play an entirely different game than i have been for all these years. And i must say that i like mine far better.
    qft