Sardan

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  1. Quote:
    Originally Posted by MechaCrash View Post
    I suppose I'll ask the obvious question, then: did you check with the difficulty people to make sure that bosses appear when solo?
    As I noted in my post, I had bosses aplenty in my CoT, Longbow, Arachnos, and PPD Ouroboros missions.
  2. I was soloing some flashback arcs in the 45-50 range on my level 50 brute at +0/x8 difficulty. The Council spawns appeared to be the correct size but were all minions/LTs. Other Ouro missions I ran (CoT, Longbow, PPD, Arachnos) had bosses in the spawns but all Council missions consistently did not. Is this normal? I hadn't run villain flashbacks before so I have no basis of comparison.
  3. Quote:
    Originally Posted by TheJazMan View Post
    Lastly, it seems GR will not be on sale for X-Mas. I think that is a huge mistake. That is the big shopping season. This should have been a priority. I find it very odd they have just missed the X-Mas season 2 years in a row (last year's MAC pack and, more than likely, GR this year). Anyway, maybe they will put it out by X-Mas...we just never know
    I'm sure their marketing people would have loved to have GR out by Christmas. It's not exactly rocket science to figure out that a product on the shelves for Christmas is preferable to a product on the shelves in the first quarter. The problem is you can't just pull a Picard and say "make it so."

    I've shipped software to retail for Christmas in the past and my experience is that you have to commit to the retailers 6-9 months ahead of time (they don't take kindly to "we'll probably have it by Christmas") and have a master ready no later than early October to allow time for mastering, box manufacturing, assembly and shipping to retail. I'm sure Marketing had a sit-down with Development around March and asked if they could make Christmas and were told it just wasn't feasible.
  4. Quote:
    Originally Posted by Schismatrix View Post
    Do tell.
    We don't have specifics yet, only that at San Diego Comicon they had a presentation on GR that said that they intend to add a serious end game that will make current end game content look like a piece of cake. And that there would be a way for level 50 characters to advance in power--the way they said it made it clear they're not talking about raising the level cap. Probably the Universal Enhancement Slot idea they floated in the August '08 marketing survey.
  5. Quote:
    Originally Posted by SpittingTrashcan View Post
    Frosticus, I don't always agree with you but I fully believe you have sense in your head. I'm just not seeing how Elec beats out SS or Fire. Is it that LR is hotter than I thought - maybe with a really high-rech build - or am I underestimating the rest of the set? From a practical standpoint, it seems to take a lot more positioning work to get the most out of JL, CI, and TS than it does to land in the middle of the spawn and bounce on Foot Stomp or Combustion/GFS. CI in particular is tremendously fiddly due to needing to not kill the primary target and due to the random nature of the arcs.
    Quote:
    Originally Posted by Smurphy View Post
    If your measuring stick is "who's going to kill a lot of guys the fastest" I would love to see a melee toon who can kill a lot of guys faster than a melee character with Super Strength post Foot Stomp.

    I don't see it happening. I would greatly enjoy being shown that I am in the wrong. I can bring the Super Strength guys for you to compare to
    I'm with Smurph and ST on this one. I had an Elec/SD brute that I IO'd out pretty thoroughly. He was good but once I leveled an SS/SD I stripped him of all IOs to equip the SS. With high recharge Footstomp cranks out the damage. It's also nice in that it's a big round AoE; you avoid having to constantly position cones.
  6. Quote:
    Originally Posted by QuiJon View Post
    How about just a purple unique that eliminates the supression from attacking completely. That would be a fun one to track the prices on the market for.
    There would be no challenge to track the price of that IO. It would always sell for 2 billion, never 1 inf less, because nothing can sell for more than 2 billion. It would create a huge advantage in PVP.
  7. Quote:
    Originally Posted by Not_Epsilon View Post
    Funny thing is, I know how to spell schizophrenia and the fact that it can, indeed cause multiple personalities. More precisely it causes hallucinations which are often confused with multiple personalities in person(s) of lesser communicative skills or by doctors who do not ask the correct questions.
    I know this isn't the main topic of the thread, but I read a cartoon on this topic that was incredible; informative and full of pathos at the same time. Check it out.
  8. 4 Fire/Rad controllers
    or
    4 Thugs/Storm MMs. (4 x Freezing Rain = 4 x 30% -Res!)
  9. The devs already informally confirmed that something like this is coming. Mandu chatted with Positron and Hero 1 at PAX and reported:

    Quote:
    Originally Posted by Mandu View Post
    The best news (in my opinion) came not from the panel but just from discussion with Matt and Joe. I'm not sure when it's going to happen (likely I16) but soon at any rate. We are going to get a missing glowie/hunt indicator. When the remaining amount of glowies or needed enemies is 10% then they will show up on the map.
    Obviously the guess at the feature being in i16 was off, though.
  10. Quote:
    Originally Posted by UberGuy View Post
    I didn't ask permission to quote the PM that gave me this info, but it said that allowing players to change the level of mobs in the TFs caused "all kinds of problems". Whether those problems are technical or balance-related, I don't know. Edit: This was specifically in response to a question about "invincible" TFs, and the response was that they, specifically, are being targeted, not just -1 TFs.
    Wow, that is not what I expected to hear, given that the old difficulty system allowed us to increase the level of TFs for years. I hope they continue working on this. I understand not wanting to allow TFs to be made easier, but sometimes it's just plain fun to take on a harder one.

    I agree with the previous suggestion that increasing mob level should be integrated into the challenge settings.
  11. Quote:
    Originally Posted by Lady_Sadako View Post
    What is Forum Public Opinion on this issue? Despite it being In Capitals, I'm not sure what it's supposed to be, and I wouldn't want to risk swimming contrary to it.
    Okay, I've had just about enough of this. Lady Sadako, as a member of the Forum Cartel, you know good and well about the official Forum Public Opinion wiki maintained by your fellow Cartellians. I came to this thread following my marching orders to bash this "Bad Influence" person. As a loyal forum sheeple, it's my duty. I don't even know what B_I did to rile up the authors of Forum Public Opinion, but hey when I'm told to come here and uphold the status quo, I follow orders.

    But seeing your disingenuous disavowal of the existence of the official Forum Public Opinion sickens me. It's as if scales have fallen off my eyes. I was blind, but now I see. I can have my own opinion! I don't have to blindly mouth the empty propaganda of Forum Public Opinion!

    All I can say is: thank you, Bad Influence. I'm not sure I ever would have broken free of the Cartel's grip on my lemming-like forum posts if you hadn't been brave enough to speak truth to power.

    I'm sure that Lady Sadako will now turn the vast resources of the Cartel against me, but I am not afraid.
  12. Quote:
    Originally Posted by jerrylee View Post
    A pickup team used to be a great way to meet new friends.
    It used to be that someone forming a team would seek members to get the team up to 8 for maximum mobs and thus infamy, but with the new system, this is no longer necessary.
    Maybe you're talking about level 50 characters that can easily farm maps set for 8. I've been leveling up a new brute and my experience is radically different from what you report. I've been forming pugs and I see a far higher percentage of people teamed than I used to see when I do a /search.

    Even so I'm able to form a team pretty rapidly every time. I've had to unlearn old habits about inviting only folks who are close to my level. My most recent team had me as the highest level character at 31 and the rest from 20-28. And we had a great time.

    I think the secret in i16 to happy teaming is to remember that you can invite an extremely wide range of levels.
  13. Quote:
    Originally Posted by cptbuellx1 View Post
    Having not played extensively on red side, doesn't only taking Super Speed as a travel power create some issues with vertical travel? Or, is this hole just provided by the temp travel powers?
    It is definitely difficult traveling with only SS; but there's a Raptor Pack vendor in Grandville. You can easily get there with a lowbie, so you don't even have to do the mayhem missions for the temp travel powers if you don't want to. I bound the Raptor Pack to a key so I just leave SS on and toggle on the Raptor Pack when I need some vertical then immediately toggle it off again. It becomes second nature after a while.

    If you're not familiar with keybinding you can enter a command like this:
    /bind numpadenter, "powexec_name Raptor Pack"
    That makes the Enter key at the bottom right of your numeric keypad toggle the Raptor Pack on and off.
  14. Quote:
    Originally Posted by Noyjitat View Post
    At the very least I'd someday like for the signature heroes and villains to speak. I want to hear Babs actually say "Now you're pissing me off!"
    Actually he'll do that now if you call him lazy or stupid in /Local.
  15. Quote:
    Originally Posted by Seldom View Post
    To be honest, the times I've used the difficulty setting most all have to do with teaming. As such, the team must wait outside the door or wait for another member to reach their contact, then go to the field analyst/fateweaver...it's nothing big, but it does inconvenience the team.
    Right, that's where I'm coming from. It's not that I'm too lazy to go visit the notoriety contact, it's that I dislike making the team wait while I do so.
  16. I'd love to have an earnable accolade that allowed me to phone a Field Analyst or Fortunata Fateweaver from anywhere except inside a mission instance. The power would be relatively easy to earn even at a low level and have no cooldown.

    I was happily running +2 missions the other night which was perfect for fighting Council but then we got our butts handed to us when fighting +2 Tsoo. I cranked it down to +1 after the Tsoo mission but then we did Freaks and the +1 Freaks were a bit too easy. That got me to thinking it'd be pretty cool if I was able to quickly tune the mission parameters after phoning my contact to get a new mission.

    Obviously this isn't a huge thing but it'd be a nice little QoL improvement.
  17. Quote:
    Originally Posted by AkuTenshiiZero View Post
    And totally agreed on power-armored Longbow. Hell, the PPD are godly compared to the "special forces" formed specifically to take out superpowered criminals. Why is that? Why are the average cops better armed than special forces? They have normal cops, SWAT, psychics, and mecha. Longbow has rifles. Fail.
    I'd love Longbow to get an infusion of recostumed PPD forces. The power armor looks totally cool. When they fly they get rocket flames coming out of the bottom of their boots. Style points! But if PPD models/powers ever get ported, please for the love of humanity, cut the duration of those awful glue guns. Those feel like they last forever in mayhem missions.
  18. Quote:
    Originally Posted by rian_frostdrake View Post
    I too think that the interaction with the developers is one of the primary reasons i feel as happy with the game as i do. Everything isn't perfect but its better than i have seen anywhere else, and the fact that the devs feel comfortable coming in and just goofing around with the community is also nice.
    Well said. I totally agree with Sapphire (the OP) and with this. I am constantly surprised and delighted with the level of dev openness in this game. It takes extra work on their part, and sometimes an extra thick skin when some immature hothead storms into the forums and accuses them of hating players, being stupid/lazy, etc.
  19. Quote:
    Originally Posted by enderbean View Post
    Not sure if this is the same thing or not, but we had a Vaz zombie patrol in a mission last night walking with their arms straight out in front of them instead of the usual loose/at their sides arms they normally have. I kind of liked the new look.
    That's been referred to as "the Frankenstein walk" and I'm pretty sure it's new to i16. I love it! But it's definitely not the same as the crouching-zipping walk I'm referring to. It's sort of like someone is trying to be a stealthy sprinter. Just looks odd to me.
  20. For quite a while a couple of years ago there was a problem in missions in which patrols would use a very unnatural crouching gait that my friends and I referred to as the "crab walk".

    I dimly recall it was fixed and banished from the game several issues ago, but lately I've been in quite a few missions in which I've seen its return. Anyone else notice this? Is this posted as a known issue anywhere?
  21. Sardan

    Serious Question

    Quote:
    Originally Posted by Jade_Dragon View Post
    It's my guess that past 50, something else will replace XP. Something like the tickets or merit systems. Or maybe even an XP system that allows some other type of development, like it effects what kind of Enhancements you can slot, or maybe even adds or modifies slots.
    I think you're on the right track. We don't know what GR will do for sure, but the August '08 marketing survey mentioned a mechanism called Universal Enhancement Slots as a way of making your character as powerful as a hypothetical level 60 without actually bumping the level cap. The survey made no mention of how you'd earn the slots, but presumably it's not through XP.

    BABs cautioned that some stuff on that survey has been dropped or heavily modified though, so we can't even be sure the UES system will be included. We can be sure that something that allows character advancement withough bumping the level cap will be included, though.
  22. Quote:
    Castle hasn't said whether his team has any proliferations in mind for I17/GR (BABs already posted, a few weeks back, that I17 will be the GR "synchro patch", much like what I6 was for CoV)
    Quote:
    Originally Posted by Placta View Post
    Where was this? I don't remember seeing it, and ParagonWiki didn't pick up on it.

    Mind, I wouldn't be surprised if it was.
    I didn't see that post either but it makes sense. The timing of the loyalty program makes it appear that they're hoping for closed beta of GR to start sometime around mid- to late November. That would make it the next major release, and thus i17 would be its sync release.
  23. I won't comment on the stuff other users have already discussed. Just want to mention the "Issue 17" part. Software development takes time. A lot of time for significant features. It's not uncommon for something big to be in the works for a year or more. So understand that even if you post something here and the devs go "wow, that's the best idea EVER", we likely wouldn't see it in the game for 9 months or more because before they could even start on it they'd have to finish their current deliverables.
  24. I'm sympathetic to the OP. I recently started a new brute and have noticed that I can set my Looking For Team flag and not get any invites for hours at a time.

    When I get tired of soloing, I just start inviting folks and can quickly form a full team (thank you SSK system!). This is total speculation but I wonder if a lot of players just got used to shouting for AE teams and their ability to use /search atrophied?
  25. Quote:
    Originally Posted by dave_p View Post
    Otherwise, great post by the OP. Won't reduce the silly complaints, of course.
    True, but it'll make it much faster to respond in an authoritative way.