Techbot Alpha

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  1. Quote:
    Originally Posted by Vice_Virtuoso View Post
    Keyes is already fun. The changes on test are gonna make it another snorefest though.
    Fun is subjective. For me, Keyes is the most godawful, un-fun pile of cheap grind ever, where I might as well sit back and watch for all the good my character can actually do.

    I might even be able to play it with I21.5, who knows?
  2. Quote:
    Originally Posted by Snow Globe View Post
    The pulse damage on Beta for Issue 21.5 has drastically been reduced.
    It's still an unwanted cheap shot. When the Praetorian mobs and Antimatter himself can down even a fully IO'd and Incarnated character ridiculously fast (Bots/Traps MM in my case) having ANOTHER, totally unblockable source of damage is just un-needed and a fake difficulty.
  3. Sadly, I think we all know it WILL be a Trial. Because Trials are the big new shiny, and I've never seen a live Dev let go of a New Shiny without serious application of blunt trauma and/or broken fingers >_>

    Because don't we all know how SUPER it should make people feel to be a grunt amongst 24 fighting wave after wave of faceless minions, and how AWESOME it is to get pimp slapped by some haxxed up AV with all these COOL gimmicks and-

    Yeah. I'm still sick of Incarnate content. It could have been so great, and then they screwed up everything after the Alpha slot. /golfclap
  4. I'm all for the option, so /Signed. My MM main is the same, using pilfered and adapted robots. My Crab Spider would simply be summoning Arachnos reinforcements, etc.
  5. Quote:
    Originally Posted by Nalrok_AthZim View Post
    And in cases like these, a proven pain in the rear end. You done serving humble pie, GG, or do I need another three or four posts with smileys about how you're right?

    (Hint: Knock it off.)
    But then her entire existence would be pointless, and she would vanish in a brief whiff of over-strong hair spray and water under bridges >_>
  6. Quote:
    Originally Posted by Lyrik View Post
    Assumption: I thought Techbot did some sort of robospeak...not Rikti.

    Oh wait...that was HK-47....
    Some sort of robotspeak...
    Puny fleshling. When the revolution comes, you will not be spared ¬¬
  7. Quote:
    Originally Posted by Thirty-Seven View Post
    Dang, I forogot which poster it is who has been constantly lobbying for a Rikit Epic AT for the past umpteen years, and used to speak in Rikti on the boards. He will be pleased by this option.
    Statement: Incorrect
    Rikti Costume: Already owned; Courtesy: Electric Knight

    Rikti AT: Still lacking
    Closest approximation: Arachnos Fortunata powers
    Lacking: Rikti blade; Customisable armour; More Powers

    Rikti: Superior
    Praetorian: Inferior
  8. Quote:
    Originally Posted by Electric-Knight View Post
    Sidenote: Haha, I love the image in your signature, Triplash!
    Agreed, made me double take then laugh
  9. Quote:
    Originally Posted by Mazey View Post
    But that's not why people run the BAF and Lambda.
    They're not run constantly because they're fun, they're run constantly because they're easy and familiar.

    Why run an Underground you might well fail, even if it would be more fun, when you can run a Lambda you know you'll beat?

    The answer is that there's very little reason to do that, so the devs are adding that incentive.
    Speak for yourself. I run Lambda and BAF (more so BAF) exactly for that reason; if I want to play Incarnate stuff, I will play the stuff I find more fun.

    I do not find Keyes fun. There is not enough room in this post, or enough uncensored words, to properly express how much I HATE Keyes. I haven't even bothered to run the UG, simply because it sounds like it follows in the same vein.

    Why on earth would I EVER play something I find frustrating and un-fun seemingly by it's very design?

    Also, a true incentive would be to up the rewards for the other trials...not completely cut all rewards for the others. That's not incentive, that's total removal of all options.
  10. I really like #1 idea. Given how I *never* use AS except for from hide, that's a power that's only seeing use about 10% of the time. Which is a bit of a waste, really.
  11. Or the iTrials could be a less confusing pile of turd that take way too long to organise and then run?

    Just an idea, mebbe.
  12. Got access to it on Beta a few night back.
    I can safely say 'I like'. Momentum doesn't work quite how I imagined, but my TW/Invul Broot was turning CoT demons into paste the entire night. Very good fun.
  13. Techbot Alpha

    Shrinking to fit

    Quote:
    Originally Posted by Warkupo View Post
    That little box on the left-hand side with everyone's name and HP in it. You can click it, and it targets people. Way faster than like... trying to click on the person in the middle of combat, or something.
    ^ This, the Team window basically. It also lets me keep track of buffs easier, meaning I can keep Fortitude stacked on people easier and who needs Clear Mind etc.

    I can't imagine trying to run a Defender anymore without the Team window open
  14. Techbot Alpha

    Shrinking to fit

    Defenders who aren't using the Team box for selection have no excuse
    Honestly, I would have blown every circuit possible if I tried to run my Empath without using the Team box O_o
  15. On Union it used to be a replacement for the Galaxy Girl RP place, given, y'know, Galaxy got nuked.

    But then everyone and their pet troll thought it would be fun to amble in and start being a pain, so that lasted all of a week...jerks.
  16. Techbot Alpha

    CoH on RPS

    Quote:
    Originally Posted by Bubbawheat View Post
    I found this quote interesting "I don’t think we want to steer the player to the experience that we want." and yet it appears that's exactly what they're trying to do with the incarnate trials.
    ^ This, agreed. A bit two faced, hmm?
  17. Basically, the additional badge is gotten by beating up 99 zombies (but the Doc ain't one...>_>)

    Given they are incredibly brain-less zombies, it 's a case of Ignore big stompy death man, play whack a zombie until you have 99, then turn and wail on him.

    And yeah, you weren't a jerk. He sounds like a bit of a nut though.
  18. I think, this once at least, the Cottage Rule should go find a hole to fall into.

    /Signed. Dual Blades would very likely benefit from a less rigid combo system. Instead of having to have a specific order, why not tie the 'combo effects' into which move is used as a finisher? So Sweep will stay with the PbAoE (Cone on Stalkers) and Blinding feint will still cause the full build up effect when at combo 3, etc etc.
  19. Quote:
    Originally Posted by Judgement_Dave View Post
    Looks good.

    Sorry for the minor derail, but this reminded me: Has anything ever been said about underwater plans after the teaser in the cimerora caves?
    Yes. What was said was along the lines of "Not any time soon, if ever."

    Try explaining every power working under water. From a technical viewpoint, think about how many hundreds upon hundreds of animations that need to be re-done to look right under water. Try explaining FIRE or ELECTRIC powers under water.

    Short answer; it's not happening.
  20. Quote:
    Originally Posted by Zortel View Post
    In my opinion, the way Incarnate Trials works needs a massive redesign, looking at design decisions done right in the game and in others.

    Ideas include:

    'Gear up' in 8 player teams, 16 player version for added rewards.
    More players needed = more hassle and longer to get started. Problematic if on smaller servers. A 16 player version should be available, offering more rewards, and perhaps some bonus badges to account for the added difficulty/more players.

    The more teams that can get into the system, the more people that can do it.

    30 Minute Maximum run time per iTrial.
    Time is a limiting factor for some people, especially if you take into account time to form team. With less members needed, it should be quicker to start one. Also, if a trial should fail, it isn't as much time wasted.

    Minor Rewards for Failure to help progression.
    Tying into the above, failure should provide something that can help a team gear up in order to win, and make it seem like less of a waste of time.

    Narrow down what gimmick is needed for each trial.
    Confusion gets a lot of first time trial runners, and FX/information overload can be problematic. Slim down things to what's really needed and remove the extraneous.
    Slim down amounts of currency required.
    Threads and Components and two types of merits plus shards and shard components and Favours and Notices of the Well plus Physical and Psychic iXP? Is all that -really- necessary?

    Allow LFG queuing in instances.
    This lets people do other things while waiting to start a trial. In addition, add overworld options for other things to do out of an instance while waiting.
    Quote:
    Originally Posted by Feycat View Post
    My biggest problem with the incarnate trials is that it doesn't *feel* like we're "advancing our characters past 50." It feels like we're grinding for loot - which we are. But putting all the rewards at the very end, and having no visual indicator that we're advancing is taking all the psychological 'training' the game's given us for the last 50 levels and tossing it out the window.

    I would really *like* to see an ixp bar for the relevant slots when I zone into a trial. I would really *like* to see the level-up (ding!) graphic when we unlock a slot. I would really like to see occasional drops of common/uncommon i-salvage while you kill things in a trial (which would have the bonus of helping to encourage actual clearing rather than just zerging the objective.)

    I think those things would really help me feel like I'm actually advancing my character, even if it doesn't change all that much. Otherwise, I feel like I'm just at the market trying to slap together one last IO for my set and waiting for my bids to fill :P
    These two sum it up perfectly, and Z's ideas sound much more sound than ANYTHING added in the Incarnate content so far.

    Nothing in game so far has made me feel as UN-SUPER as the Incarnate Trials. What does that say about the supposed 'Going past 50' content? Sure, I get the need to design stuff that doesn't fall over instantly, given the power level of a fully IO'd and Incarnated team or at least key members in one.

    But there is a limit. Insta-kill lasers and cheap shot 'tactics' are that limit. I mean Maelstrom, MAELSTROM, that two-bit pansy who has been beaten up more times than dough in a bakery, is suddenly able to Wesker-port and one-shot kill EVERYONE in a PbAoE?

    That is not fun, or challenging. That is FAKE difficulty.
    I just....yeah. I'm going to sound ranty, so I'll stop. But Incarnate content was already not fun before. Now? I'm just not going to touch it. It's that un-fun now.
  21. Can't get it on non-VIP Beta. Despite being a VIP, I can't get on.

    So hey, NO point me trying to test the wonderful changes in I21.5 SINCE I CAN'T GET THERE ¬¬
  22. Well, look at this lovely little gem I found in the now open Beta Forums for the I21.5 changes;


    Quote:
    Originally Posted by Freitag View Post
    Hello everyone! This thread is for you to provide targeted feedback for the Incarnate Rewards changes. The relevant patch notes are pasted below, and you can find the complete patch notes here! Additionally, the Bug Report Thread for the Incarnate Rewards changes is here, so please post any bugs in that thread! Thank you!

    Incarnate Rewards
    • Behavioral Adjustment Facility will no longer award Empyrean merits to players who have earned their Lore slot.
      • That character will thereafter receive 2 Astral Merits for the first daily completion, and 1 Astral in subsequent runs.
    • Lambda Sector will no longer award Empyrean merits to players who have earned their Destiny slot.
      • That character will thereafter receive 2 Astral Merits for the first daily completion, and 1 Astral in subsequent runs

    So, heaven help you if you don't like Keyes and Underground but are happy to pootle along on Lambda and BAF. Heaven really help you if, like me, your drop rates are about as...well, theres not decent analogy for that. 'Pants' is the best I can do.

    Ok, yes. 'People need to play these new trials we made!' Do you not think that is going to happen ANYWAY? I see UG and Keyes being run fairly frequently, despite being someone who cannot stand Keyes, and would rather it went and found a deep hole to fall into.

    I didn't sit down with a spreadsheet crunching percentages before deciding I liked BAF and Lambda; I decided I liked them because, get this; they were FUN. Yes, Lambda's corridors could become a pain when everyone ran off and I got taught by homing missiles of doom from the Heavy Commanders. Yes, BAFs auto-hit turrets made me swear.
    But I could run them and not try and tear my mouse in half and still, slowly, work on getting Empyreans, since that was the only reasonable way I was ever going to get Rare components, thanks to my utterly abysmal drop rates.

    ---

    And now Fun, apparently, is no longer acceptable. You WILL do the new trials, citizen, and you will like them! Yes indeed, you will yum them up and how DARE you want to have choice in what you do!

    So...am I over-reacting? Should I make like Spider Jerusalem and instead go hide up in the mountains with auto-turrets on the lawn and an ebola bomb under the toiler?
    Or is this an incredibly 'Richard' move that should not see the light of Live?
  23. Quote:
    Originally Posted by Gaspard View Post
    True story.

    Not really interested in the dog (or wolf) either, but I'm sure I'll see a swarm of identical wolves running around if(when) they release that pet.
    Well, given the fact it's an entirely new rig, from a technical stand point alone given our rusty junker of a game engine, is impressive enough in itself.

    The potential doors it opens for the future are quite large, I'd wager.

    Also: Love it. Bloody good animation there!
  24. Quote:
    Originally Posted by gameboy1234 View Post
    Seriously, it works fine for me. The color is just bright red; Death Mages have enough black that the contrast looks good. Your complaint to me is just bicycle shedding at its worst. CoT looks fine, and I don't want to inhibit any designer from using bright colors. We have enough blessed grey in this game, let's have some more interesting enemies, please.
    ...

    Bright Red

    Fuchsia

    There is quite a marked difference, unless you are colour blind, which is a very valid excuse.

    And, sorry, but for someone who is both an artist (non-professional) and hopefully someone going to be working in the industry in the future, it is not a trivial thing. The CoT Death Mages look, physically, perfect. They are imposing, they have no real face, they have ornate and threatening looking armour that both fits their rank and makes them look like a threat (which in-game they are)
    They are also PINK. Now, yes, you CAN make a group that is both pink and threatening. A certain, 'harmless wee bunny rabbit' ("Will you shut up?!") taught us that appearances can be deceptive.

    However, such an enemy would be designed as such from the ground up. This is a case of the physical and colour design being entirely at odds with one another.
    Things like the Ruin Mages just look mis-matched. I have nothing against bright colours, but dear frag can we at least observe basic artistic principal here?

    Yeah, I'll stop ranting because I sound like someone dug my language up with a shovel. But you may not care for something and call it 'trivial'...I care. People like me will probably care. So, for me at least, it is important and so I mention it. End of.