Wicked_Wendy

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  1. Well first of all there is nothing that says swift and hurdle have to stay automatic powers... Not every inherent is or we'd all be in rest constantly and every time brawl recharged we be slapping someone in the face. While Health and Stamina would obviously remain auto powers they could easily change the others so you had to toggle them on for use.

    Secondly I decided to just check and see how much faster SWIFT makes me move. On a character that I have the fitness poll and chose swift with 1 enhancement (to increase flight speed) ...

    Base run speed is 14.32 MPH
    Swift added ...5.37 MPH

    as a comparison..

    Prestige power Quick adds ...18.16 MPH ( Vet reward power)
    Ninja Run adds...21.46 MPH (Add on pack)

    Okay swift does increase run speed by about 40% even with the only enhancement I have in place designed to increase my flight speed but honestly I have the fitness pool on every character I own and that 5 + MPH difference seems natural to me and when you consider the others more than double my run speed a 5 mile an hour boost really doesn't seem that annoying.

    The change from a pool power to inherent is something a lot of players, myself included, have been begging to get for years and I am more than happy to see it finally taking place. Any new character I create after this takes place will get three almost bonus powers between level 15 and 20 compared to what I used to get years ago and by adding a couple slots of enhancement to Stamina will actually be able to use them without having to rest between every other mob. When I first saw the announcement I did a very quick draft on how this could improve one of my characters. I used my ILL/EMP since she was my very first 50 level. With the change she can have Clear Mind and Fortitude by level 20 along with her Phantom Army. Those were powers that usually had to wait until the 20s to even be considered while I was working my way through the fitness pool so I had enough END to use the powers I already had more effectively and not spend a small fortune on Catch a Breaths.

    Granted the change may mean a few powers take longer getting added enhancements, since most people don't mega slot swift or health, but scrappers and blasters can add to their attack chain faster, tankers can increase defense quicker and actually use the toggle powers, controllers with have more buffs/debuffs and so on. Ever since this was announced I have seen multiple threads and it seems like there are almost as many players crying DOOOOOOOM as there are players happy that some one finally listened to us and made the change. Stamina at level 2 is not a curse from the depths of Hades .. its a blessing for the Devs. Stop analyzing and enjoy. :-D
  2. Quote:
    Originally Posted by Jet_Boy View Post
    No Drama.... NO DRAMA!?!?

    I HATE YOU I HATE YOU I HATE YOU!

    *runs into the bathroom and sobs, while twittering how much he hates life*
    Now now don't be like like that sweety. Here have a tissue and take some deep breaths. He get SO emotional at times. LOL

    Welcome to the wild and wacky world of virtue ... I think you'll discover a few things as you continue to play here.

    1. The player base, for the most part, is slightly older and more mature. I play with a College professor that SHOULD be at home about now changing diapers for the first time and a professional Firefighter that recenly made Lieutenant (at times he has to take breaks to go tuck his daughter into bed). I am a recently retired member of the US Military (NO I am NOT 60 I was able to retire MUCH earlier thank you very much ;-p lol). So a good bit of the childish nonsense you may see on some other on line games is minimalized (NOT extinct by any means but we are not 14 and looking to PROVE how smart/cool we can be).

    2. We seem to attract friendly people that genuinely enjoy being SUPER HEROES.. You'll find global channels dedicated to helping you find everything from a good team to just allowing you to chat and be social. While no game or community is perfect if you are confused about ANYTHING just go to broadcast and ask and chances are two, three or more players will happily give you an answer.. this covers everything from "I just want to help cause years ago someone helped me" to "Hey look how smart I AM!"

    The biggest DRAMA here, outside of RP, is when will the next Costume Contest start in Atlas Park and the inevitable cries of "FIXED! FIXED!" by anyone that entered and didn't win. Oh and of course there is the constant watch that takes place in Pocket D to see if DJ Shecky, from Cape Radio, forgot to take his meds and if so WHAT is he up to NOW? LOL

    Again welcome to the game and to Virtue ( COX's unofficial/official RP sever and full time insane asylum.. get your straight jacket from any of the vendors in Pocket D and just toss those meds they gave you in the trash can.. it's much more fun playing while you deluded and on the verge of a total breakdown. :-D
  3. Quote:
    Originally Posted by Sharker_Quint View Post
    new animation for sj? i might be able to get behind that.

    ss is useless? lmao. if you actually need to get somewhere that ss can't get you to you can buy temp powers that will give you vertical movement cheaply.

    many super heroes fly. and last time i checked, super man wasn't magic.

    just because you think something is wierd is not going to make the devs change it.

    so, the only thing i think i might be able to get behind is a new animation for sj. good luck getting anyone to agree that the other powers are broke. even sj isn't broke.
    Vertical movement options with SS.... Waste one power selection and take HOVER from the flight pool ( I know plenty of people that have done this). Depending on which side your on (Red/Blue) run a Mayhem/Safeguard between 5-15 and grab you raptor and jump packs (I have 50 level characters that still have not used these 2 up completely). Blue side hit the Shadow Shard and purchase a jet pack for 10,000 INF on the RED side head to Grandville and do the same thing. Day jobs award an accolade that includes a jet pack. This doesn't even add in special missions that award them as temp powers like the one they give you on Positron's TF part 2 that lasts an hour (Blue Side) or the pack you can steal from the Rocketmen around level 10-15 (RedSide) and of course you can always go to the web site and buy one that lasts for I believe 30 days.. with so many FREE ones available out there this is an option I have never even considered using.

    Flight RP explanations... Mutation: Add wings to the back of said character and simply say that in addition to other changes in your body the character developed the ability for flight (THIS would not be the first ever Mutant in Comic Book lore that had the ability). Tech/Sci: Special implants injected into character's body allow it to become lighter than air when desired and fly. Magic: Obviously easy... just cast a flight spell. Natural: After years of study with a Grand Master the character learned to control his/her body and levitate and fly. WHEN ALL ELSE FAILS .. Buy some rocket boots and there's you explanation.

    I don't really know much about SJ since I have no characters that ever took it so I won't comment on the need to revamp the animation used. Teleport like flight can be explained in so many different ways for RP purposes and is probably the fastest method of travel in game.

    Then of course there is one final way to explain ANY travel power...

    "It's a game and THIS is how I like to get from point A to point B. I don't care what it looks like or if it fits some preconceived notion anyone has about my characters I just want to get to the next mission and battle the bad guys, earn XP/IN, collect salvage and recipes and have fun. Now do you want my 50 level SoA Crab on your team or not? Cause I can always solo or find another team." LOL
  4. In the early game I have to pick Circle of Thorns... Ruin Mages that are either crushing you inside a wall of rock or bouncing you off the floor, Life mages that explode in your face when you get their health bar low, Spectral Demons sapping your strength and resisting damage and when all else fails... run off and hide then come back and attack after you've starting on another mob. In the later game (above around 30 level) they get a lot easier but then most of the mission you find them in ar in those god awful cave bases of their's that are filled with twists, turns and hidden spots.

    Later game I'd go with Malta.... Gunslingers that can freeze you while they blast away at you not to mention porting away and coming back and Sappers that leave you standing there with absolutely no end. OPs officers tasers can leave anyone without stun protection helpless and those dang gun turrents can be harder to blow up than the engineer that summmoned it. The Hercules and Zeus Titans just add to the mayhem with chocking attacks and long range missles.

    Runners up...

    Early game definately Vahz.. No one has enough toxic protection for these things early game and the I have witnessed the Embalmed suicide bombings cause more than one team wipe. Add in the Morticians sneaking around rezzing and the holds, immob, etc that the bosses have and they can be a real pain.

    Later game Knives of Artemus for sure... the Lieutenants and bosses see through just about all forms of stealth and I don't know anyone that LIKES caltrops.
  5. Wicked_Wendy

    Fatalities

    Quote:
    Originally Posted by Dz131 View Post
    I guess you never played GR

    I was about to say.. that's changed with Praetoria. While we may "defeat" or "arrest" villains in Paragon City we KILL people in Praetoria (up to and including some of our allies) As in ... take this remote detonator and run while we hold off the PPD .... several levels and brief battles with PPD later BOOM and even the mission contact has vanished for YOU from the Resistance base. I've kidnapped a PPD officers Wife and Brother and entered a mission where I held the phone up so they could confirm to him they were being held hostage. Text related to me that I then overhear him breaking down and giving up the information the resistance needs and then a shot rings out as he is killed. I am then left with the option, OPTION, to just leave my hostage and flee or set a bomb first ending their lives as well.. By the way I set the bomb last thing my character needed was witnesses that could identify her to the Loyalists.


    Its a bit grittier and dirtier on both sides in Praetoria than in Paragon and to be honest I think the change is good. I used to joke with people when we got a defeat the base leader and minons mission. I am playing a AR/DEV Blaster .. I fire fragmentaion grenades at enemies, use the flame thrower to set them on fire and then switch to full auto spraying hordes of them with machine gun fire. When all that ends what's left to arrest? LOL

    Short of a complete top to bottom overhaul of the entire game, COH and COV, I doubt we will see that occurring often in Paragon City or the Rogue Isles (FOR NOW).. but I can imagine it coulod easily become part of ANY new content to all three. Don't look for spurting blood or rolling severed heads since they want to maintain their current age rating but there are places now where you can actually kill opponents.
  6. Quote:
    Originally Posted by Deacon_NA View Post
    No no, we should report this as giving pvp rewards (rep and PVP IOs) so that it gets on a fast track to fix.

    :-D Okay that sounds like a plan. Now to REALLY speed it along let's also start a rumor that we've found a way to exploit it and FARM the missions this occurs in for added XP, INF, Salvage and Recipes. Oh Oh and its also dropping tip missions left and right along with rare purple recipes ... and pizza.

    [SPECIAL ALERT.. FOR ALL THOSE THAT TEND TO READ THROUGH ANY POST AND ONLY SEE WHAT THEY WANT THE ABOVE COMMENT IS COMMONLY REFERRED TO AS HUMOR/SARCASM AND THERE ARE NO XP OR PURPLE RECIPE EXPLOITS ASSOCIATED WITH GLITCHED MISSIONS THAT ALLOW TEAM MATES TO ATTACK AND DEFEAT EACH OTHER. FOR THOSE THAT ONLY SEE WHAT THEY WANT AND NEVER BOTHER TO READ ANYTHING ELSE.. I'M SORRY, SO JUST HOW BAD WAS THE MISSION YOU JUST SUFFERED THROUGH BEFORE COMING BACK HERE TO SEE WHAT I ACTUALLY WROTE?] lol
  7. Well let's see..

    First off I completely agree that Citadel could use work to make it more entertaining. And that one had a face lift a while back.. it used to be you got to those three defeat all missions toward the end and ran to IP to a cave just under the bridge and NEVER left. Three straight missions in the exact same spot and they even used the exact same map inside. Only difference was the type of soldiers the Council had manning it.

    I'd love to see Synapse reworked for the same reason. Okay i get it we battle Clockwork but three missions in a row defeating all the CW in the sub station followed by a quick patrol and then ANOTHER defeat all mission? Can we AT the very least change one or two of thsoe to Defeat the leader? Generally I can't wait to head to Boomtown cause it signals and end to the defeat alls and also lets you know your close to the end. NOW I do love the mission that spawns Babbage .. don't take that out since getting to battle a GM is fun.. to me anyway LOL

    I have said it before here DO something with the Shadow Shard. I was tired of battling the Rikti and the same collection of villains a long time ago and decided to hit the shard and run a few story arcs there since I knew they had a whole different set of villains. Boy was Isuprised when I discovered not one contact, aside from the TFs, actually had one. Its all just a collection of side missions with no story line at all. Its a very unique and interesting zone visually and the villians are unique as well.. Can we please add some story lines that correspond to the Canon plot for the whole zone? General Hammond is in charge but at times I felt like someone had slipped Daniel Jackson's brain into his head .. if we weren't rescuing missing soldiers we were hunting for artifacts.

    I also agree with what little there is in Cimerora. I saw so much potential for the zone and I envisioned something along the lines of the revamped RWZ with 3-4 contacts giving missions out all the way from 35-50. Add some contacts and start with an arc at 35 focused mainly on the Cimerorian traitors, at 40 an arc concerning 5th Column and the Nictus. at 45 .. why not add something concerning the Midnighter's Club? We HAVE to enter the zone through there but once we arrive we never hear from them again? The TF and the zone are a travel back in time if the Club's not involved at all in the zone why isn't the portal in Ouroborus? A lot of potential that could be tapped JUST like the Shard.

    The Midnighter's club itself.. Mercedes Shelton's arc are not bad but that's all we get? This could easily be another 35-50 level zone. Different contacts could send us out to battle everything from Banished Pantheon, Circle of Thorns and Tsoo (all with magical backgrounds) and as we know the club was a big part of winning the war against the Rikti. Why not a few missions revolving around the Rikti mages? At least on COV we can run some missions against them from Darrin Wade and even steal artifacts from the club itself but hero side they just sort of threw up a few buildings Gave us an arc to get in and then Mercedes at level 20 and said OKAY we're done.
  8. Quote:
    Originally Posted by DarkGob View Post
    Why bother? You still earn XP and inf and get drops when you're exemped. And yeah, most low-level mobs simply don't scale up to 50.
    WHAT HE SAID :-D

    Beside I find it most satisfying to pull out my 50 level MM or Crab and do a Tarikoss SF .. getting thousands in INF to defeat the same Boss I got hundreds from when I did it at the actual SF level is SOOOO much fun LOL With the new SSF system in place sure you lose powers when you exempt down but you keep right on earning like your a level 50.. what needs to change? :-D
  9. Quote:
    Originally Posted by NordBlast View Post
    Heh, If PvP recipe were to drop, it would be the best PvPIO farm. You need 4 people to start Kahn. One should be rogue and he will need to enter from anywhere other than blue side. There wouldn't be any time limit like in arena or risk of greifing like in PvP zone.

    Sorry boys that sounds very nice but no PvP drops and no PvP rep for killing each other during the whole thing. So until its fixed from NOW on as I zone back from PI for the final mission from the RWZ I exit to Founder's Falls (completely ignoring that tempting mission destination provided) and hit the train station. LOL /e sniffs back the tears .. "It hurts when your own team mates Shivan one shots you" :-D
  10. Quote:
    Originally Posted by Emberly View Post
    Average (pre-GR): ten minutes
    Longest (five days ago): two hours before we gave up.
    That's about right on average :-D they are usually pretty good

    My Longest .. okay not 5 days YET but two and counting. Did the Doc. Kahn Tf with my Rogue Crab Spider and "Holy Crap!" "My pets are attacking my team mates!" "My Team mates Phantasm just KILLED me!!!" .. I sent in a petition as we struggled along trying to find positions where the ILL/Rad's Debuffs weren't debuffing us and all went petless, cutting our damage potential, along with trying to keep our AoEs from whipping out each other. After MANY deaths and trips to Hospital .. I left with not a single Inspiration in my trays.. we managed to defeat Reichman and move on. As I said that was two days ago and still haven't heard back from a GM LOL
  11. Quote:
    Originally Posted by Valence_P View Post
    Completed a Kahn TF tonight with a mixed team of heroes and rogues. Everything was going great until we hit the final map and the room with Riechsmann. It was crazy. Team members conned green, but were targetable and would take damage or be debuffed either directly or through area attacks. Players can attack, debuff and kill each other there. Pets such as Shivans, Vanguard heavies, Phantasms, Phantom Army, etc. also turn and attack team players. We got through it, but only because of the determination of the team members. Took a lot of adapting to figure out ways to avoid unintentionally killing your own team mates.

    Might not happen on a non-mixed team, I don't know. Just be warned.

    Edited: Rogues, not vigilantes.
    I was on this team with Valance (I think .. pretty sure he was one of the Stalkers and I was on my SoA crab) and just to add based on some of the other comments I saw.. It is not just Ouro portal entries. I was able to enter the mission through the RWZ hero portal and my pets were the first to attack other team mates. Our Illusionist wasn't able to teleport us, the debuffs were slowing my attack rate, and forget about a hero or vigilante healing or rezzing the 3 rogues on the team.

    I have a LOT of AoE attacks and I am sure as I was firing away at Reichman I was probably doing damage to the tank and scrappers but the alternative was to do nothing and watch my team mates die anyway because we wouldn't have had enough damage to defeat any of the AVs in Reichman's chamber otherwise. I never touched my Omega Manuever (or as I call it my mini nuke) because I was afraid of causing a team wipe.

    As Valance mentioned we stuck it out and by finding positions where debuff were minimized and AoE damage reduced, along with a SERIOUSLY long battle with Reichman, we hung on for the win. I'd team with any of those people again.. NEVER SAY QUIT! :-D But I certainly hope the devs are working this issue.
  12. Wicked_Wendy

    Hello Virtue

    Welcome to Virtue and we hope you enjoy your stay with us. I moved here from Infinity a few years ago and love the people here so I'm sure you'll be happy with your decision.

    If you have already visited Pocket D and have not had your shot yet I suggest a trip to your Doctor for testing and treatment.. and then insist on getting all available shots!

    Definately join all the global channels Emberly posted they will make finding teams/friends very easy ... and then you too can engage in all the stimulating conversation (Sacrastic humor is encouraged but leave the knock-knock jokes alone LOL).

    Invest in a supply of catnip and maybe a rubber mouse or two. you will find these come in very handy when dealing with Catgirls.

    Oh and if you send me a PM I can explain the proper technique for using the Marshmellow Fluff.

    To enhance your gaming experience I strongly suggest listing to Cape radio while playing. The DJs rock and they do take requests. [Did I say that right Shecky? And can I please have the keys to my base back now? /e giggles]

    :-D Seriously welcome and I know you will have fun here.. We are all crazy but its that fun kind of crazy people love. Meet you later on top of City Hall and we can drop water balloons on the people getting ready for the latest Costume Contest.
  13. Quote:
    Originally Posted by Red_Raccoon View Post
    This comparison would be more apt if adding the new cape mission took capes away from players who earned them with the old mission. But they didn't. Is it annoying that players now have to redo the cape mission to get the aura mission? Sure. I think it definitely should be optional. But no earned rewards were actually taken away.
    I never said any reward was taken away but the point I was making was WHY are these two seperate items somehow linked? As I mentioned in my first post I do have characters that don't wear a cape at all. Now personally even if I KNOW I will never drape a cape over a character's shoulders I always do my cape mission at 20 level.. I view it as a small rite of passage from the lower levels of the game to the higher ones. I also have never teamed to earn a cape... I like to solo the mission to add to the feeling that I EARNED it rather than 5-6 people helped me obtain one. All that aside there may be other players out there with no desire to have a cape on a character but like the idea of an aura depending on the characters background story or whatever. The two missions are ten levels apart and aside from both being costume pieces and the same contact gives you each set of missions have absolutely nothing else in common so WHY do we have to earn a cape before we can go out and collect the items required to create an aura?
  14. Wicked_Wendy

    GR rundown

    Quote:
    Originally Posted by Forbin_Project View Post
    I had no problems soloing any of my Praetorian characters using nothing more than TO's.



    I rather enjoyed the ambushes. They really brought to the game the impression that people were willing to die for what they believed in, and that the zombies were really mindless monsters with little or no idea of self preservation.



    Two factions = two choices. The trick is to read the choices and decide which your character would actually make. The right choice isn't always the heroic option.

    As the one (Massively?) reviewer pointed out, one choice has the heroic option of destroying the drugged water supply, but the consequences of the character doing that is that he is responsible for the deaths of hundreds of innocent citizens who die as a result of the water shortage.

    TOs? Do people still use those? LOL I soloed 2 different characters to 20 level and never bothered to enhance at all until level 12 when i could slot DOs. That said I did have some advantages a "new" player to the game wouldn't see.

    1. With over 54 months in game at level one I had three extra attacks a new player doesn't get.. That translates to Sands of Mu, A Blackwand and a Nemesis Staff. While they take a bit to recharge and can be inaccurate that gives me a lot more fire power than anyone with one day of experience.

    2. I have several expansion pack and between Ninja Run and my Vet reward Prestige Sprints I had little trouble getting around even without a Raptor Pack. A new player may not have these so they get to slog along on Sprint to level 14.

    3. I had my Vet reward Buff Pet adding to my damage and defense along with the Secondary Mutation adding defense, quickness, or whatever. While a new player can buy the Mutant pack they would not have a buff pet to assist.

    4. I had 54 + months of experience to aid me in combat. I did the "Defeat the Aspect of Praetor Tilman" mission twice and the second time as the final spawn of Seers attacked I took them down until one remained .. and she quiclkly moved to the exact spot where I KNEW from the first time the EB was going to spawn. I headed back to the mission entrance forcing that Seer to follow and defeated her out of Agro range. I then rested and attacked Tilman, AKA Mother mayhem, one on one at full strength and easily defeated her.... Now is a brand new player going to have that ability to outthink the AI and succeed or are they going to take a few trips to the Hospital?

    5. Lastly were my AT and power choices. I ran a DS/DM Mastermind and a DM/WP Scrapper through the arcs. Okay a few times my MM did faceplant under the constant ambushes but not often and the Scrapper did even better.. More HP, better defense and since it was second prior knowledge of what to expect. I shutter to think what a DP Defender or a Blaster would do trying to solo when the ambushes hit.

    As for the ambushes I didnt mind them since in most cases they fit into the story line but they come to close together and in some cases are too larger... I had several experiences where I actually watched the next ambush spawn in MY FACE before the last member of the previous ambush had even hit the ground. I don't mind a challenge but come on we leave the zone at level 20 so at MOST you have 10 inspirations you can pop to help you keep your end and HP up. I spent a good deal of time running back to contacts between mission to resupply after using almost every single INSP on to survive those ambushes. Someone in another thread refered to Praetoria as a Experienced Players zone designed to lure back old players and give those of use still here a challenege but I am sure NC Soft also hopes the new zones lure new players to the game and those new players better make freinds FAST because otherwise they are going to get VERY frustrated VERY quickly trying to play the game by themselves.

    Overall I love the story lines and the design of the new zones and think most players will as well. Whatever happenes with the tougher villains and the insane ambushes we will adapt and succeed .. WE always have :-D
  15. Wicked_Wendy

    MM farmer

    Well I haven't really farmed with her but I have a 48 level DS/DM/Soul that I Duo with (my partner is exactly the same AT/powersets) and we have yet to find anything that can stand up to 14 minions and all that debuff/hold/immob. Your minions add in more holds, defense buffs and heals so it basically a set that can deal with just about anything. Really the only challenge we encounter is Malta with all their Stuns etc and I carry 5 Tier 3 Breakfrees to eliminate that problem as well.

    Now put together a farm team with a good Brute for damage and aggro control, an SoA or two to increase everyone's defense and whatever else you like and you should chew through any mission with ease. :-D
  16. I've never deleted a 50 level.. too much time, effort and energy invested and I do still pull them out and run TFs, etc with friends.. "What do you need? Oh I have two of those I'll switch and BRB"

    I did do a bit of soul searching and deleted a few characters in the 40s recently to clear spots for arrival of Going Rogue next week .. and even THAT was painful but like you mentioned they were sitting a 40, 41 or whatever and because I had other characters I liked more all they were really doing was sitting in one day job location after another collecting badges and accolades. /e sniffs I miss them but will enjoy the new characters I create in Praetoria more. LOL
  17. Quote:
    Originally Posted by DoctorParadox View Post
    the current zombie events can be interesting, but they don't scream horror to me. you see where they come from, they come in a slow, steady, steady stream, and ther'es no way to go about it like zombies in other mediums. so, here's my list of reccomendations.

    1. make the zombies come from someplace else. have a number of doorways that they come out of, so that heroes have a chance to see a horde coming around a corner and give them a chance to run.
    This sounds good but the mechanics of an invasion, Zombie or Rikti, don't work that way. Zombies will rise out of the ground anywhere players are standing and during these events most people team and have very specific spots they gather for the battle. In Talos everyone heads to the hill across from the train station while in Cap Au Diable they head to the docks near the black market. Neither of these areas has a lot of doorways, if any at all, that are close by and the idea of an invasion is to be quick and offer players the chance to maximize defeats and earn badges.. no one wants to sit and wait while the hords pop out of unseen doors and make their way to the attack sites.

    Quote:
    2. make them faster! instead of a slow tide of basic minions, make them really fast, let them do above average damage, but give them few hp.
    I agree with Zachary zombies are slow. They shuffle along mumbling and slobbering as they thirst for human flesh.

    Quote:
    3. have them storm the players! don't have them all come one at a time over a long period of time, have them arrive in waves of destruction iterspersed with quiet periods.
    They do storm people.. You get 2 or 3 eight man teams in one spot for an invasion and hordes of zombies rise up out of the ground to attack and the way they are designed you can't target them until they have completely rezzed and can defend themselves. As for quiet moments I doubt the Devs would buy off on that since all invasions are set to a specific time limit and the idea is to maximize the possibility of earning badges. They'd either have to increase the number of invasions or make them last even longer. A Zombie event clears the zone of all other villain groups and not everyone is interested in fighting zombies.. Players on the Numina TF roll their eyes and cringe when one occurs while they are in the middle of the "Defeat 10, 20 or 30 of _____ Villain group" because now they have to all stand around and wait for it to end before they can complete those missions and move on to complete the TF.

    Quote:
    4. central locations. in the locations where invasion grouings usually happen, set up a police barricade manned by cops and armed civillians, and make that a place where the zombies are storming. in harsh waves, the whole thing will gain an apocalyptic feeling.
    I do like this idea and basically it does sort of work that way. Teams form and huge hordes of zombies spawn there to attack them. I'd forget about the Police barricade though since we all know that one side effect of an invasion, Zombie or Rikti, is lag! Three or more 8 man teams spawn a huge amount of zombies and with defense auras running along with heals, buffs and debuffs the last thing we need is 10 or 20 NPC cops appearing around the site adding even more LAGGGGG! lol One thing to remember is not everyone wants to, or can, join in those huge battles which is why the mechanics are set to have zombies spawn anywhere players are standing. I am in an area with no cable so I use a wireless to access the internet.. there are times when the signal is weak and if I try to participate in those huge battles I can't move, can't attack, and eventually crash and have to log back on. Smaller groups away from the main battle I can deal with easily on days like that and pick up badges for minions and Lieutenants then on good days I can join the teams and get the Bosses and Elite Bosses.

    Quote:
    5. fog. Dark Astoria style, for that creepy tension.
    Love this idea and the mechanics are already in place since that same sort of fog appears during a Barrier event.

    Quote:
    6. Howling. this works in two ways. in central locations, when zombie waves draw closer, add in the sound of zombie howling and groaning, from unseen locations throught the fog, which will add tension and a heads up that now's the time to pop those inspirations. also, it could serve as a way of adding stealth to things. in alleyways and on street corners, there might be single zombies that, when they sight you, start howling, which brings more zombies to your location.
    This is a cool idea... Not sure about a howl since that's usually associated with Werewolves not Zombies but some sort of piercing scream or whatever would add to the overall atmosphere. I'm thinking possibly the scream that Circle of Thorn Spectral Demons utter as they are defeated would sound really good for this.
  18. It's really not a huge issue and like the OP I have found myself standing in front of the City Rep in Atlas scratching my head as I tried to work on getting an aura only to be offered a cape mission.. While I was standing there with the cape I earned at 20 billowing behind me. I do like the new cape mission better and run it on every character at 20 even ones I have no desire have wear a cape (doesn't fit the character's concept or hairstyle .. in case you were wondering LOL).

    Now to defend the OP's potion a bit. Okay so they came up with a "new" cape mission that's fine but if I already earned a cape why am I "forced" to earn one again just to get at the Aura missions? Let's look at this from another perspective. They changed the Positron Task Force and now it requires doing 2 shorter TFs in order to get the badge needed for the Task Force Commander accolade. I have numerous characters that have that accolade, as do countless other players, and most got it prior to the change by running the "OLD" Posi TF. Would the reaction to the OP's question be the same if we were talking about a decision the Dev's made that stripped all of us of TF Commander until we went back and ran Posi 1 and Posi 2 since.. "We have a new Task Force that covers that now and you haven't done it" ????

    Yeah it only takes 15 or 20 minutes to do the cape mission but it seems a little silly to be standing there, with my cape on, and have the City Rep telling me to do it again because the old way doesn't count anymore.
  19. Yes after close to 5 years I have even gotten to the point where I find myself thinking "Oh this is THAT map they just turned it around backwards to make it LOOK different". I have even gotten to the point where I know exactly where the spawns are on most of the outdoor maps. I think that's why new zones are always so popular. When they redid Faultline everyone rushed to get there and do the new content and see the revamped zone. Same thing when the revamped the RWZ and created Cimerora. Even if many of the maps were the same at least it was SOMETHING new. LOL
  20. /SIGNED ... SIGNED ... SIGNED (Have I said it enough times yet? LOL)

    I favor the NPC idea that would allow us to place these anywhere in the base. My thinking is a perfect spot for them would be at the entrance to accomodate quick access to any SG member that arrives at base... this would also eliminate "travel time" for SG members belonging to an SG with a 24 by 24 plot. Allowing them to wander around the room assigned sounds like fun and is much more realistic than standing immobile in on spot. Letting them wander the entire base could be frustrating for members trying to track down the NPC... "Okay now where did that TRAINER go?"

    I can defiantely see the following being offered

    Trainer .. one single NPC that can be placed anywhere in base This requires no new coding since a 49 level can train to 50 in Atlas Park/Mercy or in Peregrine/Grandville. The mechanics are the same

    Wentworth/Black Market Rep .. again one single NPC and no recoding to accomplish. They could be placed anywhere but I think I'd put mine in the same room I have my Personal Vault/IO Crafting table to make it simple and easy for members to craft and sell.

    Tailor ... Once again a single NPC that could be set up in any room in base and function exactly the same way as their counterparts outside the base.

    Storekeeper.. This could be a bit more involved since it's not feasible to have one NPC trying to sell everything from 5 level training origin to 50 level single origin enhancements but they could easily add a computer that works like the ticket vendors in AE. A member acccesses the PC, similar to shopping for enhancements on Ebay, and simple uses a pull down menu to select between TOs, DOs, or SOs then uses a slider to access the ones applicable to their level.

    Fateweavers/Field reps.. would be nice but not nearly as important as some of the ones listed above. Still anything they can do to make the base more valuable to members is a plus and with many players now having base teleporters could make changiung difficulty much quicker than traveling half way across a zone to reach one.

    -----------------

    Decorative NPCs

    Been suggested many times before, including by me LOL Add the following as options to give the base a more lived in look and make it seem more like a powerful organization with a dedicated staff to assist in battling crime or committing act or pure evil.

    Doctors/Nurses for the Medlab/Infimary

    Scientists/Lab Technicians for Workshops

    Computer Technicians for Control Rooms

    Engineers (in protective coveralls) for Generator rooms

    Security Guards or Secretary for the base entrance (with a little coding these could even be programed to greet members as they arrive at base) "Welcome back (charater's name) it's good to see you again."

    Teleport Technicains obviously for TP chambers... AKA our own version of Mr. Scott. "One to beam to Port Oakes!" lol

    These could be stand alone NPCs or even attached to items like computer desks, lab equipment, ect so it looks and feels like the the base is operational!

    SIGNED SIGNED SIGNED.. LOL figured I'd add a few more votes if it helps make thius happen
  21. I love a good GM battle so ANY new one on either Red or Blue side would be welcomed. :-D

    Now until Castle can find a way to make GMS bigger.. and as mentioned compared to the TALLEST super hero we can create they are all Giants... how about this option to make things more interesting.

    During the 5th Anniversary the Devs programed a Zone attack by a wide variety oif GMs and AVs which definately required more than one team of 8 to combat. It was a lot of fun and gave players the chance to pick up a lot of badges for defeats without the need to run from zone to zone waiting on individual GMs to spawn. For anyone that doesn't recall at some point the attack would begin and suddenly Adamastor, Kraken, Jurrasik, Eochia, Jack in Irons, the Winter Lord, the Kronos Titan, Babbage along with Lord Recluse, Ghost Widow, Sirrocco, and Black Scorpion would appear and teams of players would attack to defend the likes of Atlas Park, Port Oakes, etc.. of course on Red Side the villains were replaced with Statesman, Back Alley Brawler, Manticore and so on. The mechanics are already in place since they OBVIOUSLY did it once already so turn it into another type of invasion just like the Rikti or Zombies. I'm sure with a little coding they could even alternate it so one invasion could be strictly GMs and the next all AVs.

    Now lets pick a spawn point so some poor hapless 1 level arriving in Atlas, Galaxy or Mercy doesn't arrive and find themselves staring a 5 or 6 Giant Monsters or half a dozen Avs but don't hide them away in some remote corner of Nerva or IP so it takes 20 minutes just to find them either.

    I'm not sure what to use to trigger the invasions.. We know that the Rikti attack after a successful LGTF and Zombie supposedly occur 20% of the time after someone turns in Halloween Salvage on either Red or blue side. Options are sort of limited but I'd like to see the event spawn for both but having one occur a certain percentage of the time after a successful ITF seems odd.. Okay we defeated an ancient Roman traitor how exactly does that spawn 6 GMs in St. Martial and Brickstown? Maybe a little reverse logic would work... A team of villains successfully completes the LRSF with all of the signature heroes defeated and in Hospital recovering Lord Recluse uses the lack of defense to launch an attack on Steel Canyon? Heroes complete a succesful STF and Statesman and the gang rush to the Rogue Isles to attack while the Arachnos forces are in chaos? Then just vary it so one time it launches AVs and then next GMs or keep it just like that anniversary event and have a combination of both.

    Okay its not a 60 foot tall Radioactive Lizard that breaths fire but it's something until they figure out the way to make the Lizard work LOL
  22. There are 1000's of different opinions on slotting at your, or any other, level and none of them is necessarily wrong depending on what you want to do with your character. Unless you want to constantly solo and battle at say +4 X 8 IOs really are not a requirement at any level. The Devs have stated on numerous occasions that the game is designed to be played successfully with nothing more than SOs.

    Here is what I do...

    Lower level 1-20

    I never bother with Training Origins at all ... Very little increase and unless you are a very casual player (a few hours a week or only on weekends) you can zip through these far too fast to waste even the small amount of INF required to slot them.

    10, 15 and 20 level IO do offer uncreased power over the Dual origins you can slot starting at 12 so I will use those when I acquire the recipe and salvage required. By that I mean they drop during missions NOT that i run to WW and start buying them. Again at these levels if you play often enough you won't need them for long anyway so I refuse to spend a lot of INF on them. Dual Origins work just fine at these levels in slots I don't luck into a recipe for during normal play.

    Level 22-36

    I run with nothing but Single origins. As stated yes they degrade and eventually expire but a 25 level SO provides significantly more power that a 25 level IO so WHY spent INF on something that makes me weaker?


    37 and beyond

    Now is when I start to seriously start IOing my character. A 40 IO is slightly stronger than a 50 level SO. If you want to start soon 35 levels are only a bit less powerful than 35 level SOs and of course they don't degrade. 45 and 50 levels far outshine their SO counterparts so I will slot 40s, 45 and 50 until every slot has an IO and then GRADUALLY replace the lower level IO with higher levels until every slot has a 50. So at some point with say a 47 level character I may have a 40 level Damage IO in one slot, a 45 level Damage in a second and a 50 in a third along with a 45 or 50 level accuracy.


    Now ask yourself "What do I want to do with this character?" There are players out there that like to solo GMS, attack Rikti Pylons by themselves and/or run solo missions at +4 X8. If any or all of this applies to you them start doing the math and Frankenslot those expensive IO sets and start farming for Purples. If, on the other hand, your perfectly happy running on teams and soloing at +0 X1 or depending on the characters even +1 0r +2 X1 simple basic generic IOs along with a well thought out build will be more than adequate.. so why spend 100s or Millions on something you don't really need? My 50 level SoA crab is a perfect illustration of this. Every slot has a 50 level IO and not a single set bonus to be found but all my attacks have 3 Damage IOs, 1 Accuracy and then depending on what they require 1 Recharge IO (for the ones that recover slower) or 1 End Reduction IO for the ones that use a LOT of end. My pets have damage, accuracy and recharge enhancements in place and I can ALWAYS have at least 1 set of them out through any mission adding to my damage output. Not a single Purple IO in sight I sold every one that's dropped which is why even after slotting with nothing but 50 level IOs and crafting enough so that she has now memorized every recipe for 45 and 50s she still has over 250 million in Infamy. On an ITF she is LETHAL pouring damage out at anything in range and she has defense that some Tankers/Brutes would envy... plus many of those defenses help her team mates.

    So decide what you want from your character and build accordingly. If you want to attack Jurrasik solo I strongly encourage you to use another slotting strategy but if you just enjoy teaming and playing "normally? (what ever that is" my way will work just fine. Good luck and have fun :-D
  23. Quote:
    Originally Posted by Decorum View Post
    Maybe we should bring sports to Croatoa. Then we could have things like this!

    Maybe they could settle for college level sport teams. After all anyone in Rhode Island can make a quick trip north to Boston or south to NYC to watch pro sports.

    With a few well placed scholarships imagine the basketbal team the University in Croatoa could have simply by recruiting some Fir Bolg Streng? The Founders Falls Football team could have a very impressive offensive and defensive line for their football team simply by offering Devouring Earth Boulders a free ride. :-D
  24. Quote:
    Originally Posted by Decorum View Post
    I can vouch for that! I got "Donut Holed" more than once when the new Faultline came through but the SG teleport beacons were messed up. Plopped me right inside, with no way to get out except for someone to TP Friend me out.

    Not one eclair, bismark, cruller or even lame cake donut to be seen.

    Yeah same thing happened to me on more than one occasion and not only was there no sign of pastry.. NO COFFEE!!! OMG ... No donuts, no coffee? Okay so why exactly are the Police standing around outside this place anyway? LOL
  25. Quote:
    Originally Posted by Hyperstrike View Post
    All I have to say about this scrapper is:

    I agree with this statement. A Scrapper that doesn't want to deal with Bosses and Lieutenants? Okay there is no set formula for playing the game but I'd love to see some of the teams this guy was on. Personally when I play one of my Scrappers I always felt it was part of my JOB to deal with the bosses and lieutenants since I have more damage than most on any team (Blasters aside) and enough HP and defense to hold up while I was doing it.

    For part 2 of why he earns the Donkey cap... I've taken leadership of teams in the past to maximize everyone's level but if someone else did all the recruiting/organizing in my mind it was still their team. All I was doing at that point was playing messanger running back and forth to the contact or calling on the phone to arrange the next mission. Your little Scrapper had no desire to put in the effort to physically put a team together and then had the nerve to kick you because he died a few time battling Hamidon? I've done the LGTF and a number of actual Hamidon raids (red and blue side) and when attacking that giant Jello mold a few deaths are to be expected.

    Sounds like you found yourself a real Jerk and its just too bad he bounced you 1 mission from TF complete. I was glad to hear a number of others quit when he did that to you. I imagine the TF ended about then since I can't imagine 3-4 players tackling Hero one especially without buffs/debuffs. Hope you have better luck in the future. :-D