Tymers_Realm

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  1. <QR>

    Since no one else has mentioned it...

    The OP mentioned he was getting the trial DL. Since it is a Trial version your limited to:

    <ul type="square">[*]Level 14 max (Teir 1, 2, &amp; 3 Travel Powers can be gotten by that point)[*]You can not start a team, but you can invited into one[*]50K max Infulence/Infimay cap[*]You can chat on local, help (/hc), and team only[*]You can not join a SG[*]You can not access the Architect system, but you can be invited into a team running Architect missions[*]You can not use the in-game e-mail system[/list]
    Referenced from the Paragonwiki page about it.

    Thank you for the time...
  2. &lt;QR&gt;

    Actually the cap is 36 (12 listings x 3 Columns). And to be quite honest, that's pleanty.

    But then again I have 66 Characters scattered across 7 Servers that I try and play on a regular basis...

    Thank you for the time...
  3. &lt;QR&gt;

    I quess no one recalls the furvor over seeing a AE building in Croatoa durring I14 open Beta.

    Oh well, such is life.

    Thank you for the time...
  4. Tymers_Realm

    I wanted to cry

    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    It actually comes ON the disc, but if you don't want to pull that out.. here you go.

    [/ QUOTE ]

    Well, I was about to post that the manual was so far behind the times but...holy hell...they've actually updated it. I'm totally shocked.

    [/ QUOTE ]

    Holy crap. It's...it's...it's current.



    [/ QUOTE ]
    It gets even better...

    There's a updated Villains Manual as well for those on the flip side. I linked to the actual PDF.

    Thank you for the time...
  5. &lt;QR&gt;

    I usually reply "Sorry, I don't pad."

    Thank you for the time...
  6. 6/13/09 Update (Post 6/12 patch)

    Quote:
    5/28/09 Update (Redux on test)

    Now that I15 is on Test, I've taken this Arc back over onto Test. The Arc's gone through a number of changes from when I brought it from the Test to the mains, I figured it was better to just republish it on test.

    While the older version is still on test (# 17321), I am looking for feedback on some of the Critter Changes I15 is allowing. The new Arc Version, tagged (Redux from Mains) is # 22673.
    Okey...
    Forget paragraph #2. Since the Devs finally got their copy of the Main's MArc server over to test, the info in the second paragraph is now moot.

    Quote:

    Arc updates
    • Circle of Thorns still show up in mission #2. I have been able to select the Group as a whole now.
    • Made custom setting for a number of Critters in Mystery Magician and The Mystery Magician Groups. There should be less problems with Confuse powers now.
    • Bowen Alacard (Ally in Missions #2 &amp; 4) Does not have Speed Boost any longer.
    • Made Mission Level Ranges 5 - 54 for now (Same as what CoT's Range).
    The Circle splash I forgot to double check on, but I didn't get the error, so it should be ok. The alterations to a number of the Custom Critters 'should be' still in place. I forgot to set the mission range to 5 - 54. The missions should show 1 - 54.

    Quote:

    I most likely be moving the minimum Level range up to like 15 - 16 because of the over amount of mezzes the Critters put out.

    I would like feedback from solo and 4+ sized groups.

    I'm still looking on setting the Mission ranges maybe to this level. Hard to say at this time.
    I would like feedback from large groups and/or characters running on higher difficultity.

    Thank you for the time...
  7. [ QUOTE ]

    Darkfire Avenger, currently level 23 DM/Shield Scrapper.
    Looking for: Darker themed arcs. Heroic or Neutral. She's a Scrapper, so she can handle mezzing enemies and an easy EB/AV or two, but I would prefer arcs specifically designed for mid-level characters.


    [/ QUOTE ]

    Look in my Sig. Four missions that 'should' take about an hour at most. Fair number of Mezz-type stuff. A EB scale final and a Ally in a couple of missions.

    Feedback can be left in the thread linked in the Sig. Also have a version of this on test as well. I just updated the linked thread to take in account that a copy of the Live servers MArc server is on Test. I have aslo went through and checked/tweaked the Arc on Test.

    Thank you for the time...

    EDIT: Edited part of my reply to reflect some changes on Test.
  8. Tymers_Realm

    Double Doorways

    [ QUOTE ]
    As far as I can tell, the easiest option would be for the devs to put in a "1x2 door" room. Doors already have a whole tab, it's just that 1x1 is the only option inside of it.

    This could be used for the two primary purposes people want: producing a wider doorway between rooms, and to bridge between rooms that are 2 squares apart and not currently able to be connected directly. (If they're 3 or more apart, you can put in an intermediate room to handle things.)

    This is *probably* easier than rearranging the door placement code to allow folks to "chain" or "stack" the existing 1x1 doors. It's possible this would only take database changes, although we'd need to test it extensively.

    [/ QUOTE ]

    This kind of idea I would agree with. And as mentioned eariler in the thread, alowing Doorways to have items in them would be nice.

    Thank you for the time...
  9. &lt;QR&gt;

    Done one (See my Sig) and have started a second. I've got a few thoughts floating as well.

    Though, I'm also waiting for the fallout from I15 before I really think of anything more. With the changes already being done, Custom Critters are gonna be wierd to work with.

    Thank you for the time...
  10. &lt;QR&gt;

    Look to my Sig. 4 mission Arc, takes about a hour.

    With the way Customs are now on the Mains, a couple of the Critters are a bit overpowered and it's settings related. If you have a extra BF or two, you should be fine.

    Feedback can be left in the thread the Sig link goes to.

    Thank you for the time...
  11. &lt;QR&gt;

    The change happened with I14 because of the dual earing Day Jobs.

    Thank you for the time...
  12. 5/28/09 Update (Redux on test)

    Now that I15 is on Test, I've taken this Arc back over onto Test. The Arc's gone through a number of changes from when I brought it from the Test to the mains, I figured it was better to just republish it on test.

    While the older version is still on test (# 17321), I am looking for feedback on some of the Critter Changes I15 is allowing. The new Arc Version, tagged (Redux from Mains) is # 22673.

    Arc updates
    • Circle of Thorns still show up in mission #2. I have been able to select the Group as a whole now.
    • Made custom setting for a number of Critters in Mystery Magician and The Mystery Magician Groups. There should be less problems with Confuse powers now.
    • Bowen Alacard (Ally in Missions #2 & 4) Does not have Speed Boost any longer.
    • Made Mission Level Ranges 5 - 54 for now (Same as what CoT's Range).

    I most likely be moving the minimum Level range up to like 15 - 16 because of the over amount of mezzes the Critters put out.

    I would like feedback from solo and 4+ sized groups.

    Thank you for the time...
  13. &lt;QR&gt;

    For me, I'm on the 'It Depends' as well.

    Most times I'm running solo or duoed w/my GF. So I see a modest mix of spawns.

    Now we (both 22s; Grav/Storm 'Troller (me) &amp; Dark/NRG Defender (GF)) were running the 'Defeat all Council on Ship' for Ms. Peebles with a 22 Illusion/FF 'Troller PuGing with us. We enter the ship and it's masses and masses of even conned minions. The GF and I faceplant once each about 2/3 through the run , not bad considering. But I swear I now have a new hatered for Council marksmen.

    Thank you for the time...
  14. [ QUOTE ]
    Let's see:


    I've had level 50's ask me the following:

    * Where is City Hall? (I was standing under the atlas statue at the time).

    * How do I buy a cape? (NCsoft Store, same as everything else you buy)

    * Who gives quests? (Well, let's see, you've outleveled nearly everyone, I'd suggest that Selnum guy in PI, or Levantra in the RWZ...)

    * How do I get to the Hollows? (*facepalm* You're not serious... oh snap! you are serious!)

    * Where are the Lost? (uhhh... if we knew that, they wouldn't be Lost... oh, wait you want to hang out with them cos YOU'RE lost, riiight. Skyway, "Land of the Lost" neighborhood. No really, don't mention it.)

    * How do I get into City Hall? (by... opening the door, same as everything else you enter and exit in the game?)

    * Where is the mailbox? (it gets delivered electronically, just click the word Email above your chat area. Oh yeah, when that guy advertises a great rate on gold? it's a really lowball figure. Stand firm, you'll profit.)

    * NED TEAM PLZ - INVITE NAO? ( uhhh... I'm busy erp'ing with this hawt vampire catgirl FBI agent, shoo! )

    The answers have been changed to protect the humor, but, yes, the questions are all direct from game chat, folks.

    [/ QUOTE ]

    Maybe it is a good thing I've been avioding Atlas as much as I have been.

    Yesh...

    Thank you for the time...
  15. Tymers_Realm

    Best At Duo Team

    &lt;QR&gt;

    While there's a difference in Skill level to consider, I might suggest the following...

    Plant/EMP Controller &amp; Katana/Fire Scrapper

    My GF &amp; I have been running a pair like this as one of our Duo Projects. With the early AoE Immobile and AoE Confuse, the Controller is able to keep Mobs stuck and hitting each other while the Scrapper slices and dices. At this point, this pair is in their mid 30s and we are having fun with them.

    Just a thought.

    Thank you for the time...
  16. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    Only if they ignore the multiple times these devs have said "Hey, that's a good idea, and we'd love to be able to implement it, but it would require a complete engine overhaul."


    [/ QUOTE ]

    Maybe when those things started to pile up they should have DONE an engine overhaul A YEAR AND A HALF AGO instead of spending that time screwing around pushing out booster packs and trying to chase rainbows like thinking in-game advertising would catch on in a five year old stale title with a shrinking audience.

    [/ QUOTE ]A year and a half ago when they had fewer devs on board than it takes people to run a [censored] McDonald's?

    [/ QUOTE ]

    Not exactly the tone, I was looking for. But Arctic pretty much summed up that point Johnny.

    A compleate overhaul of the the Game's graphics engine would of required more than just the staff that was handling COX at the time of the IP buyout.

    Just for debate, I took a look at the Cryptic Staff listing at the back of the CoV Manual. There some 50+ people split between 7 Departments:
    <ul type="square">
    Management
    Design
    Programming
    Art
    Sound &amp; Music
    Design Support
    Production[/list]
    Now the lion's share were split between Art, Design, and Programming. At a point after CoV's release, that 50+ group got trimmed down to 15 people split among those same 7 Departments. I would guess several of those were doing mulitable jobs as well. There is no frigging way that a overhaul could of been reasonably done. Even after the IP buyout, getting new hires in and up to speed on what is currently used would take some time.

    Now Paragon Studios is about at the same staff strength as when CoV was released. And guess what, there's work on a new CoV-sized release with game engine changes. Things that couldn't of been really feasable with the post CoV staff levels. And there have been new game and graphics engine tweaks after the IP buyout as well. Maybe not to the overblown view you have, but there has been progress.

    Now the good thing the Packs have done is increase revenue that helped get some game features and functions done sooner than expected. And it's not like CoX is going compleatly Micro-Transaction either. A player is not required to have any of the extra packs/boosters in order to play CoX, but they are nice add-ons that enhance the play experience.

    I will agree with you that the In-game Ad program seemed to fizzle out. You have to give the Devs enough credit that it was attempted and done so as to be as non-invasive to the playerbase as possiable. Heck, the Devs could of let the Ads go in with out any way to turn them off, but they didn't. And that was around the IP-buyout time. So that ment the 15 member staff.

    I think for right now it might be wise to turn the burner down a notch or two, Johnny. Let's see what the Devs are planning. Hanging on to visions of what you "think" this game should do isn't gonna be healthy.

    Thank you for the time...
  17. [ QUOTE ]
    If you get the chance...

    Arc Name: Magic, Mystery, and Mayhem
    Arc ID: 5299
    Faction: Heroic; Custom (With CoT splash in one Mission) Villains and Ally
    Creator Global/Forum Name: @Travlr / MrTymer
    Difficulty Level: Medium, I'd say. Some amount of Mezz. 2 'Boss' and 1 EB in Missions 3 &amp; 4. Soloable for most ATs, though I'd pack a extra BF or two...
    Synopsis:

    You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dreesed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?


    Estimated Time to Play: I'd say about a hour
    Link to More Details or Feedback:

    Link to thread in Story &amp; Lore forum. Feedback is welcomed. I know the Arc can be tough on the lower levels, but please give it a try.

    Thank you for the time...

    [/ QUOTE ]

    First off, Thank you for the review.

    Comments are in-line...

    [ QUOTE ]

    Level 50 Katana/Regen Scrapper.

    Mission 1: The Midnight Club has discovered a rash of thefts. Magical Antiques are being stolen. Our contact has singled out one particular antique that she thinks the thieves might go after, so she asks us to check on it. This was a really fun mission. The custom group was very nice. I like magicians and this group looked great, as did the custom boss. Interesting clues. Nice start to the arc.

    [/ QUOTE ]

    Thank you. Your one of the few to comment postitively on the overall look of the Villain group. I forgot to ask you where the glowie was located. Like I mentioned in my reply to Venture's review, I've had issues of it popping up in several different places that sometimes seem odd.

    [ QUOTE ]

    Mission 2: It seems these mystery magicians are after turn of the century artifacts, particularly those of the great magician Bombardi, so we are being sent to a museum display of similar items. Another very good mission against this custom group. A variety of objectives. The ally came out of nowhere and didn't seem to fit in the story. He was way overpowered as well.

    [/ QUOTE ]

    As to Bowen's "Overpowered", blame the nature of the system. To be able to have Transfusion from Kinetics, I need it on Hard. That also gives him SB, which is a PITA personally. He's built as a 'Boss', which for a solo-Heroic 1, should con him as a Lt. most times.

    Your the first to comment about Bowen "not fitting" into the Arc. I've got an idea about that, but we'll have to see...

    [ QUOTE ]

    Mission 3: The boss we defeated in Mission 2 was a magician who recently came to Paragon City as part of her tour. It coincides with the robberies. We are sent to check out the nightclub where she last performed. We find notes in the dressing room and then the Mystery Magician appears, but he escapes with just a tiny sliver of health left!!!

    [/ QUOTE ]

    Now my question is: Did you actually beat him, or did he escape?
    Venture got what I was intending, so that's why the question.

    [ QUOTE ]

    Mission 4: The notes revealed the hideout of the mystery magician and we are off to face him once more. Good final mission, but unless I was hallucinating, I thought there were two of each boss, including the Mystery Magician, who spawned as a boss and an EB.

    [/ QUOTE ]

    You were not. After you defeat MM the first time, 2, non-required, 'Boss' spawns trigger. Those, and Radiant Glinda (which is required) are more or less 'speed bumps' before facing MM for the final time.

    [ QUOTE ]

    Overall I had a lot of fun playing this arc. The story had its week spots though. We never find out much about the custom group, and in particular their leader. We don't find out exactly why they were after the artifacts. Normally this would push the rating down to a 4 or even 3, but I enjoyed the missions so much (especially after I ditched the ally), that I am giving this arc a 5 star rating.

    [/ QUOTE ]

    I'm glad you enjoyed yourself running the Arc. I tried to pace it enough to be a challenge, but not a complete grind.
    Yea, your not the first to mention about the story issues. I think I have some ideas about that, so we'll see...

    Again, thank you for the review.

    Thank you for the time...
  18. &lt;QR&gt;

    You can also run into this map when doing the Midnighter's arc or Origin Arc (Either Side).

    Thank you for the time...
  19. &lt;QR&gt;

    The Defualt answers would be Freedom and Virtue.

    Though really any of the servers are worth playing on.

    Thank you for the time...
  20. &lt;QR&gt;

    Personally, I'd say Plant/EMP Controller.

    Strangller + SoC = Funtimes for a Scrapper.
    Currently my GF &amp; I are running a 'Troller/Scrapp pair. She's Plant/EMP, I'm Katana/Fire. All of Plant/ AoEs (Vines, Strangller, Creepers) have a reasonable radius for their effects. And between the two of us, we've been going through stuff reasonably well. This pair is in their mid 30's now.

    Just my thoughts.

    Thank you for the time...
  21. &lt;QR&gt;

    I liked Samuraiko's too.

    I'm at least happy they used the 'Atlas 2' group shot (0:37 - 0:39) for the hero grouping. Partly 'cause I was there right in the near center of it.

    Thank you for the time...
  22. 5/7/09 Update

    After some feedback and playthroughs, I've gone through and tweaked some stuff in the Arc.

    Custom Critters

    Added a fourth Minion to the Mystery Magician Group. This 'should' help even out the placing of the Illusion/SR Female minion in larger mobs.

    Note: Due to changes with the 5/5 patch, the Final version of The Mystery Magician and the Female Trained Assistant have a Confuse power among their powers. I would love to have feedback from larger groups or players running at higher difficultity if this is problematic.

    Story

    Gone through and worked in the CoT splash in Mission #2.

    Missions

    With the tweak to the Story elememnt of the CoT, changed one the Defend objectives to CoT instead of Mystery Magician. Changed the Defend object as well. Hopefully that should prevent the 'doubling up' I've seen happen in that map.

    Readjusted a number of settings on Rescue and Ambush objectives.

    Changed pacing of Mission #4. This should make the overall challenge better.

    Otherwise, please leave feedback. Either on this thread or as a Tell reply. I know this Arc isn't perfect yet, but I want to work on getting it to a point I am comfortable with.

    Thank you for the time...
  23. [ QUOTE ]

    [u]Known Issues[u]<ul type="square">[*]Unable to edit Souvenir text due to glitching in the system. Once bug is fixed or work around is possible or presented, will update. My apologies.[/list]

    [/ QUOTE ]

    What I was able to do is a couple step thing.

    1) Have what you intend to put into the Souvenir written out to be copy/paste.
    2) It'll take several trys, but you can Shift+Ctrl+End, then delete through the Souvenir field to clear it.
    3) Copy/paste the new text into the Souvenir field.

    Not the best fix, but it can work.

    Thank you for the time...
  24. Tymers_Realm

    Arc Reviews

    Thank you for the Review.

    I figured I'd be seeing the stuff happened remark, so I'm not concerned about that. I'll comment otherwise in-line...

    [ QUOTE ]
    Arc #5299, "Magic, Mystery and Mayhem"
    tl;dr: 3 stars. Offenses: problematic mobs, "just a bunch of stuff that happened", no closure

    Agatha Deserie, Cabal member and Midnighter, asks you to help investigate the theft of magical antiques. The entry text on the first mission was "It seems quiet...too quiet". Ouch. The first mobs sighted were "Magical Assistant" (typo in /info: "preform") Minions and Trained Assistant Lieutenants. Minions come in Martial Arts/Willpower, Energy Melee/Devices and Illusion/Super Reflexes; Lieutenants are Dual Blades/Super Reflexes and Psychic Blast/Illusion Control. You can pretty much forget about stealth. There was an embarassing outcome of the random spawn system: the Lead Assistant (Gravity Control/Super Strength Boss) was shouting for his goons to "find the antique", which was in the safe five feet behind him. The item turned out to be a set of manacles used by Bombardi, a stage magician in the late 19th century. You have to find those, rescue two hostages (no escort) and defeat the aforementioned Big Bad. All the crooks claim to work for the "Mystery Magician".


    [/ QUOTE ]

    Yea, the Safe is a problem at times. I've had it right by the Boss; In the upper floor room in the back; In the 'T' room. So I know what your refering to.

    Thanks for catching that typo. I thought I had checked everything on test.

    [ QUOTE ]

    Agatha determines the Magician's next target in Act II, a museum exhibition of stage magician props from about 100 years ago. You are sent in to safeguard it. You have to recover four of Bombardi's props, rescue two hostages (one of them a hero), secure 2 antiques (protect glowie objectives) and take down "The Radiant Glinda" Owens, Heist Ringleader (Mind Control/Psychic Blast). The hero is Bowen Alacard of the "King's Legacy" supergroup, a Gravity Control/Kinetics Boss. There are also a few Circle of Thorns patrols to deal with.

    Ms. Owens, as it happens, is a new arrival to Paragon City. She was touring the country which makes Agatha think she may have been associating with this "Mystery Magician" before her arrival. Agatha wants you to check out the nightclub she recently appeared at. You only have 30 minutes for this (stated before acceptance) as it's expected the Mystery Magician will try to cover his tracks. There are a few of his goons on the scene when you arrive, but when you retrieve a Clue from a dressing table the Magician himself spawns, a Necromancy/Gravity Control Boss. He calls at least one ambush wave during the fight and runs at 25% health, it seems. He didn't get out, but you're told that he managed to slip away anyway. The Clue is a note giving a time and place for a meeting, perhaps at his hideout.


    [/ QUOTE ]

    I wish we could use the tp emote several Boss/EB/AV Critters use in Game (Prof Echo, and a couple of the Faultline EB/AVs). That's what I intended for use with the Mystery Magician's defeat. I hope that is something we can use in the future. I guess I should add a defeat clue for now then.

    [ QUOTE ]

    Act IV is the Fight Scene: you head to the Magician's hideout to take him down. Glinda has escaped and presumably joined him. On arrival you also get tasked to rescue Bowen Alacard again and recover 5 stolen antiques. Both Alacard and the Magician spawned frontloaded, but defeating the Magician just causes him to respawn elsewhere. Defeating him the second time clears the objective, but his defeat Clue says that whoever was inside his clothes turned to smoke and dissipated, so you Never Found The Body. Alacard got wedged in the geometry early on. Agatha turns all the stolen stuff over to the Midnighters' even though no one can figure out why any of it was of any interest in the first place.


    [/ QUOTE ]

    With the 'Never Found the Body', yea that's intended. When I first created this Arc, I didn't think I'd work a sequel. I've had one feedback looking for one. I still haven't decided to do one or not. I wanted to give that "damn, he got away again" tone.

    [ QUOTE ]

    The arc suffers from not having any closure. The player never finds out why the antiques were worth stealing, who or what the Mystery Magician really is or why the Circle of Thorns got involved. At least some of these questions really ought to be answered. The mobs are problematic as well. Not only is stealth pretty much a lost cause, there are enough control effects being thrown around to potentially overwhelm a melee's protection. The respawning Boss trick was cute and thankfully not overplayed.

    [/ QUOTE ]

    I can agree with you that some of the elements should be properly closed.
    My intent with the CoT splash was simply a 'Wrong place, Wrong time' kind of thing. In a place like Paragon City, you can't tell me something like that isn't gonna happen? I think I can fix that.

    I'll admit to not having a solid background on the Mystery Magician. This Arc came out of somethinig I had seen a long while back and recently seen again. It's more for me getting used to the Architect system than anything else. Given time, I'll think of something to explain the Antiques.

    I grant you the overall setup of the Mobs is maybe more Mezz-Centric than it could be, but I was also looking for a different kind of challenge. What is there now is the third or fourth set up of the Minions/Lts. I've thought about adding a fourth Minion type, so that might help ease the one Illusion Minion I have.

    As to the respawning Mystery Magician, I was saving that for the end.

    All in all, I was looking to see if I could come up with something that has a feel for a regular in-game Arc. I think I'm close to the mark, which is a good thing. It's no where near perfect, but I can live with that.

    Again, thnak you for the review.

    Thank you for the time...
  25. [ QUOTE ]

    Madam Presto


    [/ QUOTE ]

    After looking at that, it's given me an idea...

    I may need to roll a new /Pain MM from this...

    Thank you for the time...