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I know how shouty the responses will get but if they're going to do this, just open all the zones up to all ATs, merge the markets and make it like comic books where villains and heroes live in the same places, buy stuff at the same stores and fight on the streets.
Give the non PvPers the nice little no PvP option like some MMOs.
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But we still have to see the fights. We still have to put up with the social rejects badmouthing each other in every channel in the zone.
Opening up the world doesn't require making it all PvP-enabled. Keep PvP confined to its little pockets where the non-PvPers don't even have to go if they don't want to. -
"Necromancer" wasn't a name even in the LotR/Hobbit. It was a job title.
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My first thought was this.
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Bah. A pale imitation of the source material...
....and, yet, still a great movie.... -
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But now a rampaging Brute all buffed up and crazy blueside? I shudder to think what will happen to the Scrapper population.
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Scrappers are better sustained DPS than Brutes. Brutes can push higher than Scrappers, but keeping their DPS that high is conditional. Scrappers start out higher from the get-go, and have the added advantage of DPS "bursts" from crits. And they don't have to rebuild fury if they get held.
Sure, Brutes have advantage over Scrappers, but the inverse is true as well. -
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...That's *not* stoked about Going Rogue? For me, I see less pros and more cons. Like, if defenders make their way to villains, corruptors will most likely be ignored. People will prefer Tankers to Brutes. Am I just being overly-negative?
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People don't look for Brutes for tanking. Brutes are DPS. Corruptors are a good balance between DPS and buff/debuff/healer. Yes, you're being overly-negative. And wrongly pigeon-holing ATs into certain roles. -
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I don't like or use steam, but then I also already own CoX, so what difference does it make to me?
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It's a massive increase in exposure for the game which could potentially lead to an influx of new players. -
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Y not b/c newbies can't get them and to that so what.
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Because...why invite non-Incarnates to a team if the Incarnates are better at everything? -
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what i was saying by stronger is you can take out any reg 50 one on one but not like you where you chould out 5 50's strong. but within reason.
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That's not within reason. Again, balance. EATs are NOT meant to be inherently more powerful than other ATs. Give that up. It's unfair to the other players to make them more powerful. -
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The toon you did the TF with would be much stronger
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Stop. No. Just no. Remember one word: Balance. -
New and improved: Felis Prime! Expanded into a full arc now ( 3 missions ) and many tweaks have been made to the enemies. ( The Martial Arts Lt's are far less brutal now, for instance )
The second mission contains samplings of robotic mobs from all the enemy groups. Note, though, at low levels all you'll run into are Clockwork. Not really a good mix of options at that level range, but I wanted to stick strictly to mobs already in the game for that mission.
Arc Name: Felis Prime
Arc ID: 92259
Faction: Heroic
Creator Global/Forum Name: @Tyger
Difficulty Level: Medium
Synopsis: An AI copy of a former villain has reverted to its villainous ways and is building an army of his own. Put a stop to him!
Estimated Time to Play: 1-2 hours -
Tweaked and republished:
Arc Name: Black Rose
Arc ID: 77448
Faction: Neutral
Creator Global/Forum Name: @Tyger
Difficulty Level: Medium
Synopsis: Jimmy "Epine Rouge" Krais and his mentor, Sorcha Rose, have gone missing - And Rose seems to be behind Jimmy's disappearance! Find out the reason for Rose's strange behavior and eliminate a dark threat lurking in the shadow of death.
Estimated Time to Play: 1-2 hours ( 4 missions )
( Edited text, made some modifications to the final boss based on feedback. Working on tweaking and expanding my other mission as well... ) -
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The big problem with adding new badges to the game is that they have to be able to award them to existing characters that may have already earned the badge. If they dont have and cant get data on what has previously happened, they cant create a badge.
Take Sappers for instance. Since they have never tracked Sapper defeats in the past and there isnt any way to tell how many Sappers your character has defeated they cant create a new badge for defeating Sappers.
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That wasn't a problem when badges were first introduced. They couldn't backtrack defeats, and they told us that up front. A few grumbles, but no major problem came of it. -
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Costume "sets" dumb down the possibilities of this wonderful tool , show a failure to recognize its potential and needlessly limit the creative control of the player.
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Absolute nonsense. Just because people CHOOSE not to be creative doesn't mean it's the fault of the costume sets. I've seen plenty of people make great use of bits and pieces of costume sets in original costumes. -
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Subject: Super Booster II: Magic Details!
[*]Mystic Fortune Power:
Ever wanted to have your fortune read in game? With the Mystic Fortune power players will be able to offer to read each others fortunes. Having your fortune read gives a power buff based on the Major Arcana of the Tarot, and can give a positive or negative effect on that character for the next 20 minutes.
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I sure hope the effects of this power are deletable before 20 minutes ... I don't want some terd I don't know, running up to me, using their power, and now i'm debuffed for the next 20 minutes with no way to prevent it/remove it.
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The effect is NOT deletable, however, you are given a confirmation as to whether or not you accept having your fortune told. If you say 'No,' you get no fortune and the person who cast it now has to wait the full recharge time to try again.
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...so it's a power that's never going to get used because nobody's going to want to chance getting a bad debuff for 20 minutes that they can't remove. Awesome!
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I can see griefing with this one. I really do.
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Given the confirmation dialog, I don't. But I still see it as being useless. Unless the debuffs are minor and the buffs are really good, but that'd make it too good for an item pack power. -
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Subject: Super Booster II: Magic Details!
[*]Mystic Fortune Power:
Ever wanted to have your fortune read in game? With the Mystic Fortune power players will be able to offer to read each others fortunes. Having your fortune read gives a power buff based on the Major Arcana of the Tarot, and can give a positive or negative effect on that character for the next 20 minutes.
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I sure hope the effects of this power are deletable before 20 minutes ... I don't want some terd I don't know, running up to me, using their power, and now i'm debuffed for the next 20 minutes with no way to prevent it/remove it.
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The effect is NOT deletable, however, you are given a confirmation as to whether or not you accept having your fortune told. If you say 'No,' you get no fortune and the person who cast it now has to wait the full recharge time to try again.
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...so it's a power that's never going to get used because nobody's going to want to chance getting a bad debuff for 20 minutes that they can't remove. Awesome! -
Arc Name: Black Rose
Arc ID: 3694
Faction: Neutral
Creator Global/Forum Name: @Tyger/Darktyger
Difficulty Level: Moderate to hard ( Ends with an AV, though an EB level ally is given for the last mission )
Length: Very long ( 4 missions )
Synopsis: Jimmy "Epine Rouge" Krais and his mentor, Sorcha Rose, have both gone missing. Rescue Jimmy and learn about the dark source of Sorcha's unusual behavior.
Arc Name: Felis Prime
Arc ID: 3858
Faction: Heroic
Difficulty Level: Medium to Hard ( Some of the 'bots can be pretty nasty when they get together )
Length: Short ( 1 mission )
Synopsis: An AI copy of Thomas Darke has gone rogue and acquired a cybernetic body. Stop him before he unleashes his robotic creations on Paragon City. -
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I am just saying now that you take away something that some MMs been enjoying (-recharge in pet's attack chain), are there gonna be some adjustments to make up for it?
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Fixing their pets' attack cycling generally makes up for it...
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You're assuming that the change really did that. From what I've seen only the Bruiser is behaving better.
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Really? Because that goes against other people's reports in this thread... -
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I am just saying now that you take away something that some MMs been enjoying (-recharge in pet's attack chain), are there gonna be some adjustments to make up for it?
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Fixing their pets' attack cycling generally makes up for it... -
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I guess he was right that the example was too simple. The point was not that an MM should match a Blaster's damage output, but that an MM should benefit from enhancement (and buffs) in the same proportion as a Blaster.
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The thing is, the MM's overall "baseline" is higher. Of course, you have to look beyond just DPS to see that. -
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If Pet's AI with -recharge causes major lag problem, then it should definitely be fixed.
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You misunderstand: The Up to 50% increase wasn't pet powers. It was EVERY power, from every entity in the game -- it would require sandwiching a new check between calculating all Attribute alterations and applying those alterations in the powers system in general. So every single power in the game just because more CPU intensive, reducing the number of powers that can be processed at any given time. Things like the Zombie Apocalypse or Rikti Invasion would be horrendously affected. Hammi raids might need to be redone again.
That simply isn't a viable solution, despite it being the proper 'code' solution. Oh, it would also eliminate the ability for players to increase the recharge time of powers like Mind Link which don't normally accept recharge enhancements via Hammi-O's or Set IOs (Hasten and Speed Boost would still work, though.)
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Here is a tough follow-up question. Let's just say this "change" is a done deal (sounds like it right now). Are there any plans to revisit pets again (and again? lol)? Assuming Global Recharge Reduction VS Pet's Recharge are not very balanced.
Here is simple example (maybe too simple). Assuming Blaster does 1500 dmg during 20s. With good Global Recharge, he now hits 2000 dmg under 20s. Merc MM does 1500 dmg (with debuffs like /Poison) too and with -recharge, Merc could reach 1800 dmg (that's a stretch I know!) but with the new change, Merc MM is stuck at 1500 dmg since no sets can increase debuff value (or MM needs to sacrifice support with personal attacks to make up the loss of -recharge). Do you get my point?
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I certainly don't. Your example sounds pretty much in line with the way I'd expect things SHOULD be. Note that the MM is more durable and has a MUCH wider range of utility powers at his disposal, including heals. If he's doing the same DPS as a blaster, then something is seriously out of whack. -
Arc Name: Felis Prime
Arc ID: 10465
Faction: Neutral
Creator Global/Forum Name: @tyger/Darktyger
Difficulty Level: Medium
Synopsis: Track down a rogue android and defeat his mechanized army
Estimated Time to Play: 30-45 minutes
Link to More Details or Feedback:: Feedback thread -
Arc Name: Black Rose
Arc ID: 6100
Faction: Neutral
Creator Global/Forum Name: Darktyger, @Tyger
Difficulty Level: Med-high. ( 2 missions with EBs, 1 with an AV. One ally in all but first mission. )
Synopsis: Jimmy "Epine Rouge" Krais and his mentor have both disappeared. Rescue Jimmy and investigate the cause of his mentor's strange behavior.
Estimated Time to Play: 1.5-2 hours ( 2 med maps, 2 large. No "defeat all" missions )
Link to More Details or Feedback: Feedback thread -
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It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?
BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.
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To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.
We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.
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I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?
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No, it's not teleporting. When you get "pulled back", that's lag, nothing more. The client doesn't send a constant stream of updates on your movement to the server, so the server estimates where you are. When you lag, you might get out of sync with where the server thinks you are. If an update is missed, the server keeps you at your last "known" location. When things sync back up, it defaults to the server's calculation. Which usually means yanking you back.
At least, I'm pretty sure that's more or less how it works. -
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Ok, they're still running away all the time, and that's on Test Server. I can only assume this means no fix for this problem has been implemented.
It's been six months since this thread was started. Surely something could have been done in all that time?
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Longer than that. But my question is do we even have a redname comment saying it's not working as intended? -
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The more I play, it seems to really only be an issue at lower levels. Well, I say lower, but pre-25 (rough estimate). Since going above 30 and now close to 40 (I have way too much free time) they don't really scatter as much (except CoT, they still run at 50% health or so randomly). Not seeing this as much of an issue at higher levels, just lower.
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I'm seeing it just as much at any level, not just any one "bracket".