Steampunkette

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  1. Well that sucks! 15 minutes Until the actual running around starts!

    Come one, come all, come everyone!

    -Rachel-
  2. 15 minute warning!

    Hardcastle is now hovering in the air near to Submariner Janus in Sharkhead Isle. Come on over and say "Hi!"

    -Rachel-
  3. Quote:
    Originally Posted by mousedroid View Post
    OK, for the record - we can participate in this with an undercover hero (i.e. still technically a full villain) right? Or do we have to use a Rogue/Vigilante?
    Undercover heroes, Vigilante Heroes, Rogues who are Heroic and want to do one last good act before leaving the Isles, Villains who hate Arachnos enough to set aside their villainy long enough to smack them down without hurting anyone else, and Villains who are Pretending to be Heroes to get closer to Hero Groups they can then infiltrate.

    Any and all are welcome. =-3

    -Rachel-
  4. Quote:
    Originally Posted by AzureSkyCiel View Post
    sounds good to me, but you forget that the Devs are not fencers or kendoka in anyway, shape, or form (to my knowledge, and at least the devs who first made/animated/named the powers).
    But your idea has merit, another possibly one is also a -dam debuff.
    I dunno... With the incredible stackability of Parry a -Dam debuff could get pretty big pretty quickly. And with Damage Reduction one of the best forms of mitigation for Brute sets (and by best I mean primary... dark/fire/inv/will/elec/etc) you're granting a higher effective Damage reduction. It's little different than granting higher defense, save that at 90% mitigation a damage debuff on your target still makes you take less damage.

    Recharge Rate debuffs tend to be small enough to shave off a few tenths of a second on the recharge of an attack. If you've got it stacked nice and high you might keep that attack from cycling for 1.5-2 seconds before it comes back around, mitigating damage -slightly- for both defense and damage resistance brutes.

    Meanwhile a recharge rate buff, while nice, is basically useless to the slow-animating and fairly long recharging Broadsword set itself, but is useful for defensive or support click powers like build up or active defenses making broadsword/shield or broadsword/sr more attractive... And to some degree any secondary with one or more clicks that are nice to have up fairly often (like Dark's heal, or Energy Aura's end fixer)

    -Rachel-
  5. Quote:
    Originally Posted by Eiko-chan View Post
    There are these things called "friends" and "teams".

    Even a hardcore soloist like myself knows and uses these things from time to time.
    That and Task Forces. Any Vigilante or Rogue can start those up.

    -Rachel-
  6. Quote:
    Originally Posted by ChakatStreak View Post
    Bump! We still doing this 6 Central tomorrow? War Cat is waiting in the Potter's Field (it was the closest day job location to Submariner Janus XD).
    That's the plan! Tell your friends, drag them along! It's gonna be a ton of fun, I think!

    Plus, badges!

    -Rachel-
  7. I'd honestly prefer to see parry as a recharge debuff for the person hit by it, or a recharge buff for the sword wielder.

    Generally a parry throws a target out of position and opens them up for a riposte, rather than increasing your own ability to defend yourself. The parry action itself -was- your defense against the attack.

    Giving the target a recharge debuff to represent their inability to retaliate with haste or a personal recharge buff to increase your riposte makes far more sense.

    -Rachel-
  8. Quote:
    Originally Posted by Haetron View Post
    Now I've gotta decide if I want to take him full hero, or just leave him as a rogue so he can still hop over Red side and beat up stuff. Oh, and the whole RP thing too, if it comes up.
    Maybe Vigilante? It'd give you more supergroup options for a hero, and you'd still be able to hit up the Isles for new content and the like.

    -Rachel-
  9. Quote:
    Originally Posted by DarkGob View Post
    Not the same. I believe the Champions power is closer to what Iceman does with his ice slides.
    Actually it's closer to what I described. It's a surfboard animation variant of flight with a constant descent applied. To gain altitude you have to fight the auto-descent function, but when you dive you can reach amazing speeds.

    It also has very little air-friction, making turns difficult and very wide, but it's a lot of fun to play with for that same reason. Fine control is almost impossible, though.

    Though it could have some potentially negative side-effects for players "Jousting" enemies, since the lack of air-friction would let the power continue sliding out of range of enemy attacks... I think it would balance out fairly well against sliding -into- additional spawns.

    -Rachel-
  10. There's more to most travel power pools than just traveling, CyberPsyko. Take a look at other options and other things you could do with the board or hoverpad.

    Like maybe a short range attack where you point at a target and the hoverboard comes out of nowhere to slam into them, like Propel?

    -Rachel-
  11. Quote:
    Originally Posted by marc100 View Post
    ah now I see it. thanks guys
    Happy to help! =-3

    -Rachel-
  12. Quote:
    Originally Posted by CyberPsyk0 View Post
    Or for that matter, how about air surfing? While not being able to just fly in mid air - you could just keep it at a maximum of around a couple feet off the ground. If, as you say, the buildings are just elevated ground, then you could even bounce off them too.
    Feasible... potentially in the gray area of what's capable.

    Maybe use the "Jump Pack" style jump property to cause players to descend when they're not holding the space bar down, give it greatly reduced air-friction, and make it wide enough to support all of the attack animations without issue.

    Wow... You really do need to create that one, CyberPsyko. What other powers would exist in the set of this "Surfing Flight" type of power?

    Or were you thinking of an alternate super-speed wherein players just hover along the ground?

    -Rachel-
  13. Well... Within the frameworks provided I can see several brand spanking new travel power sets which would be pretty interesting...

    Flight and Superjump both rely on air friction. That's why Hover lets you stop on a dime, but fly lets you slide along a bit. Why not work on "Energy Flight" for when travel power customization launches.

    Tier 1: Energy Air Superiority

    Either Barrage, Fire Sword, Ice Sword, Charged Brawl, Shadow Smite, Stone Fist, or Quick Strike, each of which function as air superiority, but have a different animation and damage type (with scales in place so the less resisted damage types do slightly less damage overall)

    Tier 2: Energy Hover

    Again with each energy type. Choosing either of these powers locks you out of any other form of energy flight until you respec out of them, just like a VEAT's powers. This power is almost identical to hover aside from the energy aura it provides. Whether a ring of floating stones, a full body-sheathe of fire, or something similar.

    Tier 3: Energy Flight

    Same as regular flight, but with a slightly higher top speed and a fairly reduced air friction (meaning control is sometimes an issue as you keep flying past whatever you're doing in a slide) add to that a slightly longer period of travel suppression and voila! New travel power.

    Tier 4: Group Energy Flight. Slightly faster than Group Flight, slightly less control, slightly longer travel suppression, and the energy aura.

    -Rachel-
  14. *peeks in, waves, runs!*

    -Rachel-
  15. Try zooming out and turning the character -away- from the camera, since it summons your pets in front of you a short distance. With the zoom in on the Power Customization window, pets are summoned -behind- the camera viewpoint.

    Zoom Out and Turn.

    -Rachel-
  16. Quote:
    Originally Posted by CyberPsyk0 View Post
    Grapple Foe:
    Target a single ranged foe and shoot your grappling hook at him/her. Then it reels him/her in the melee range for your attack.
    The game engine does not work that way. It does not have an option for knock-towards. And creating an invisible KB Pet "behind" the target doesn't work because targets move and "Behind" is totally subjective to the game engine. So this power simply cannot be made to work.

    Quote:
    Originally Posted by CyberPsyk0 View Post
    Scale Building:
    Not really a travel power yet but very useful indeed at lower levels (like hover). Stand next to a building or any other tall structure and shoot your hook up to the top. You then get lifted up to the top. Fun!
    Again, not possible in the current game engine.

    As far as the game itself is concerned buildings are just tall ground. They aren't specially designated as separate objects. In order to make a power which would take you to the top of a Building they'd first need to code every building to have a bounding box on it's roof which you would target using the grapple power, then teleport to. That would be as close as it gets to a climbing grapple power.

    Quote:
    Originally Posted by CyberPsyk0 View Post
    The next power is available at level 14 and you must have one other power.

    Swing:
    Functionally, it could be a lot like teleport (requiring some skill to master) but it shouldn't be too bad. You target a building and shoot. You get hurled off towards that hook. As you reach the end of the line, you target the next building. This would be similar to a certain friendly neighborhood spider... but without the copyright infringement, lol
    Also not possible in the current game engine. Travel is either forced and instantaneous (teleport) under player control (fly, super-speed, superjump) or initially under player control through jumping with a lack of the air-friction ability.

    There is no in-engine manner to create a physics object on the end of a tether with air-friction. It simple wouldn't understand the process. Try to imagine 4 Dimensional space. You physically can't do it, because your mind isn't wired to understand it. You've only got the faculties to see three dimensional objects. The game engine suffers similar limitations, and would have to be redeveloped in order to break those limitations... In which case we're looking at a wholly new game.

    Then you've got the visual aspect. Many stretches of Paragon (and Most of the Rogue Isles) have no buildings to grapple to as you travel. Does the power cease to function? Or do you simply wind up grappling to the sky itself?

    Quote:
    Originally Posted by CyberPsyk0 View Post
    And finally, Carry Friend (available at level 20 and with two other powers):
    What would this power pool be without being able to carry someone?
    Again, impossible, due to the current engine design. The ability to control another player's avatar or even an NPC in-movement is beyond the engine's capability.

    Quote:
    Originally Posted by CyberPsyk0 View Post
    I have many other ideas but I think I like this one the best. Thoughts? Ideas?
    I love the idea. But I really wish you'd run a /search on it to see just how many times swinging has been brought up and received the same sad answers. You'll likely get trolled and flamed in this thread... Ignore it, and post your other ideas after running a quick search to see what discussion has already occurred.

    Welcome to S&I!

    -Rachel-
  17. Quote:
    Originally Posted by PennyPA View Post
    Shouldn't have this been in all the contact windows - a warning about being timed? If one is missing, report it so that it can be fixed later on.

    Some more specifics would be helpful as to what the issue is.
    Thinking he's looking for timers on recharge rates, maybe?

    -Rachel-
  18. Steampunkette

    new AT: Pet

    Just to make sure you're aware of what you're asking.

    A new AT with New Primary and Secondary power sets Unique to this AT, forever ensuring that no powerset proliferation can ever occur.

    There is no other AT in the game which can boast that amount of focus. Every AT shares at least one powerset (Primary or Secondary or Both) with at least one other AT in the game.

    The closest thing to a "Exceptions" to that rule are Blasters and Dominators, who both have a "Proprietary" secondary and Masterminds who have a proprietary primary.

    Think of how many new powersets we've gotten in the past six years.

    Issue 5 introduced 4 powersets. Archery, Trick Arrow, Sonic Blast, and Sonic Resonance.

    Issue 6/CoV introduced Electric Melee, Electric Armor, Plant Control, and Energy Aura as powersets. It also introduced Robots, Zombies, Mercenaries, and Ninjas as Mastermind powersets.

    Issue 7 introduced the Thugs Mastermind primary power.

    Issue 11 dropped Willpower and Dual Blades.

    Issue 12 saw Mental Manipulation, a shuffling of Psi powers with a few new ones added in.

    Issue 13 saw Pain Domination and Shields

    Issue 16 dropped Earth Assault for Dominators.

    And in Issue 18 you can purchase 4 new powersets. Dual Pistols, Demon Summoning, Electric Control, and Kinetic Melee.


    That's 23 new powersets in the past 6 years. That's -almost- 4 per year, not including the launch powers. And, in all fairness, we probably shouldn't count the Launch powers of CoV which would be 9 powersets taken off and roughly 2 and 1/3rd every year.

    As it is Masterminds have gotten a pitiful 3 New powersets in the past several years.

    You're suggesting they divert even -more- time and energy into another AT, but this AT can never offer the work put into it to other ATs to "spread the effort" around.

    -Rachel-
  19. How about setting up a submission system wherein once every six months or so arcs are put up for Devs, GMs, and Moderators to play and rate in their own spare time. Once a general consensus has been gathered, rating the stories on content, depth, writing quality, difficulty, alignment, and other facets, any number of arcs may or may not be selected for permanent game additions.

    That would give the Devs the freedom to choose any they like or dislike without locking them into a "Promise" of putting them into the game. By making it a six-month testing phase with, perhaps, a 3 day window for entry, it also gives them plenty of time to play through the content without needing to open up a new position at Paragon Studios just to dig through the content.

    Just have a special publishing option added to the User Interface to publish the story arc to the Developer archives and apply a limit of one arc per account published. Then have it active only during the submission event.

    -Rachel-
  20. Quote:
    Originally Posted by Dr_Mechano View Post
    Heck I'd personally like more patron options generally.

    Heroes: The Surviving Seven (why seven when villains only have four? Will explain in a moment), the Freedom Phalanx minus Statesman.
    Open to both: Vanguard, Oroborous, Midnighters.
    New Villain Patrons!: Dr Aeon, Televsion (you can't have one without the other now they're at war with each other) and Arbiter Daos (for a 'natural' more brawly themed patron choice).
    I'd drop the Villain options you chose in favor of Column/Council, CoT, and Malta/Knives PPPs.

    Alternatively, just drop TV of those three in favor of Viridian or Shadow Spider for a more "Stalkery" PPP which grants Stalkers more damage and defense options while giving the other ATs a taste of stealth.

    -Rachel-
  21. Quote:
    Originally Posted by The_Cheshire_Cat View Post
    That's a neat idea too, though that's a bit more similar to GMs where it would be a kind of zone event (though maybe with no notification so you'd have to just find them).
    A single team (and in some cases a single character) can take down any EB or AV, so I don't think a zone event is warranted...

    Though having Bonesnap or Subject Zero running around could be cool, y'know?

    -Rachel-
  22. Steampunkette

    An idea

    Quote:
    Originally Posted by The Lone Hero View Post
    You wouldn't be accepted, saddly, unless you remove Kamen from your name as you could get petition for it.
    Kamen is Japanese for "Mask"

    Kamen Rider... That combo might stir up some trouble!

    -Rachel-
  23. Quote:
    Originally Posted by The_Cheshire_Cat View Post
    This is something that struck me when running around the Underground tunnels in Praetoria gathering badges - there should be special, unique named versions of normal mobs that can spawn in those tucked away corners of maps that nobody really visits. They could have unique dialogue that maybe reveals a bit more lore than standard NPC spawns, and maybe have recoloured costumes to stand out from other, normal bosses. They could even have a higher chance to drop salvage or recipes than normal, though I don't know how good of an idea that is; it might encourage people to camp them (Though there could perhaps be a badge for defeating all of them).

    It just seems like adding in unique enemy NPCs to otherwise unvisited parts of the world might be a neat little extra reward for people who like to explore around.
    I'd also love to see every named boss in every mission have a chance to spawn in the world maps, more or less.

    I'd also love to see EBs and AVs occasionally heading from place to place in appropriate zones. Like Burkeholder moving through the Striga Isle base on his way from one door to another. Or Lillitu in Nerva, running around Thorn Island.

    -Rachel-
  24. Quote:
    Originally Posted by Megajoule View Post
    Dangit, Steampunkette, stop being so reasonable. Don't you know you're in S&I???
    Wh... OH!

    Sorry! Sorry! Thought I was still in the Beta Chatter and Discussion forums. *ahems*

    Devs haet Pratoria! Don't feed teh Trolls! Massive Lulz! Epic Phail! /jranger

    -Rachel-