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I see one big potential problem with this.
Somebody from Paragon Studios would have to sift through the inevitable flood of player names that reference drugs, reference sex or sexual acts, try to bypass the profanity filter, or have intentionally rude or offensive names. I can already see myself "fighting" the Reefer Man in a t-shirt with an afro and a headband with black jeans.
While I might be wrong, I think the sheer amount of developer initiated moderation of players and player names is one of the reasons in the past the developers have stayed away from producing events based on Player Characters. It wouldn't be like the current AE where your experience may change during online play, nor the current naming and character creation system where the developers seem to rely on the community to catch most of the... distasteful or T.O.S. violating... elements that enters the game. It would have to be developer initiated since the developers would be the ones publishing the content directly in an event.
While I like the idea of using player-based characters to fill in the world of City of Heroes, I just can't see it being a practical solution given the number of punks and jerks that many of us have probably ran into in the game. -
correct. I hit the edit button on the entry under "published arcs" : changed a map, several bits of text, added an enemy class... and then when I finished, I had a options to save the file, save and text... but no options to republish the arc.
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just wondering, but I was working on editing an arc that somebody had already rated during the first test runs.
Now, for some reason, my edited version of the arc will only publish as a new arc and I'm unable to publish the revisions to the arc under the already rated version. Is there some sort of un-documented limit on an arc that once a certain number of changes are made the arc has to be published as a new entry? -
Think? I came to that conclusion back on page 2.
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I believe you can only choose between those two.
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While you cannot increase their time out...
you can decrease their recharge timer... and increase your own recharge.
Depending on what you took as your secondary power set will affect how easy it is to perma phantom army. If you took Storm, you'll have a lot of knock-back powers in which to slot io sets with high recharges. If you took Radiation, AM you can hit perma PA with hasten and a few IO sets. -
I was directly responding to this line:
Quote:Is it all simply because of that ONE movie who's name excapes me? -
Quote:I've been thinking more about the proposed powers and trying to match the themes with Weapons Mastery. I'd also like to keep the damage change feature from the main power set.
Tier-1: Rubber Bullet: Minor Damage: Immobilize: -res
Tier-2: Cryo Round: Minor DoT (Cold): Hold
Tier-3: Ranged Shot: Moderate Damage
Tier-4: Poison Tipped Bullet: Single Target: -res, -def (double the values of Melt Armor)
Tier-5: ?name?: ?PBAoE or Targeted AoE?: Moderate damage
Weapons mastery is setup as: Immobilize, AOE Status Effect, Damage, Toggle, Damage.
So here's my set suggestion.
Tier 1: Double Shot - base single target attack : Damage
Tier 2: Fluid Grenade - player tosses a grenade creating an oil slick. The behavior of the oil slick depends on the damage of the base shot. (requires tech / ui work).
Tier 3: Change Ammo - change the ammunition : using the same damage types as the main power set, but with changed rations. 60 / 40 split on smashing/lethal - elemental damage.
Tier 4: Targeting Drone - lift straight from weapons mastery
New Tier 4: Scatter fire - the pbaeo / taeo surround fire from the main set
Tier 5: Scatter Fire - the pbaoe surround fire from the main set.
New Tier 5: Overconfident - self buff / debuff - described below.
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Okay, The Tier 3 power works to fill a couple of purposes.
Incendiary + Fluid Grenade = Oil Slick on fire effect. Strong DOT
Cryo + Fluid grenade = ice patch causes enemies to fall down
Chemical + Fluid grenade = choking cloud effect, minor hold, resistance drop.
I think this proposal would be... acceptable... to the developers, aside from the tech / ui work needed to mod the fluid grenade. It would allow the devs to largely re-use existing animations in the game, although creating a choking cloud effect for the chemical patch might require new animation work.
Fire and Dark sets would still be viable for their damage / status effect capabilities. Body Mastery is still viable for it's Physical Perfection and Endurance Reduction. I'm not entirely sure that my Weapons Mastery II proposal balances well against Weapons Mastery I.
I'm halfway thinking keeping the targeting drone makes the power-set... too over-powered, but I can't help but think that taking Targeting Drone out and putting another attack in would most certainly be too strong.
*** EDIT! ***
Edit, oh good, nobody has responded yet. Lets me post this bit in. To reiterate, my concern with the proposed set is that it's a little too... versatile... for the Devs to consider. While I can see my idea for a multi-effect fluid field effect being met by using the Trick Arrow pet trick. As I understand Oil Slick, placing oil slick summons a pet that is vulnerable to energy / fire damage only, and when hit, triggers the flaming field. Theoretically, my multi-effect fluid field would spawn 3 different pets, each only vulnerable to Fire, Cryo, and Toxic damage. Hitting one of the spawned pets immediately despawns the other pets and the animation triggers.
Combined with an accuracy boost... I think this is just too much for a Scrapper epic power. Looking at the stalker patrons, I had a bit of an idea. The theory behind the I want Dual Pistols on Melee is that players want to get in close. Well, there is a Patron Power that boosts defense... Shadow Meld... so...
Lets drop the targeting drone and move the proposed Tier 5, the PBAO / TAOE blast to Tier 4. In place is a new Tier 5: Overconfident.
The idea behind Overconfident is that the player is in a pitched battle and is getting themselves worked up, moving faster and faster, till they drop from exhaustion. It's very easy for a player to get in over their heads.
The power itself lasts 2 minutes with a recharge of 12 minutes. The power is split into 4 parts and is equal buff / debuff.
In the first 30 seconds the player gains a 25% recharge time and 10% resistance to all damage. The player suffers from a 15% defense debuff and a 25% defense debuff resistance debuff. The player gains a .5 mag taunt aura
In the second 30 seconds the player's recharge increases to 50% with a 20% resistance to all damage. The player suffers from a 30% defense debuff and a 50% defense debuff resistance debuff. The player gains a 1.0 mag taunt aura
In the third 30 seconds the player's recharge increases to 75% with a 30% resistance to all damage. Defense drops by 40% and resistance to defense debuffs drops 75%. The player gains a 1.5mag taunt aura. The player gains a 20% recovery bonus
In the final 30 seconds the players recharge caps at 100% with a 40% resistance to all damage. The player suffers from a 50% defense drop and a 100% debuff to defense debuff resistance. The player gains a 2.0mag taunt aura. The player gains a 40% recovery bonus.
As the power drops the players suffers from a -1000% penalty to regeneration and recovery, and cannot be healed for 15 seconds.
The conceptual idea is that as the player engages in continued combat, they open themselves up to further and further to enemy attack. As their AOE taunt grows in magnitude, enemies are... encouraged... to smack the Overconfident player around. The final stages of the power are a frenzy as activity as the player fires off attack after attack. Recovery increases allowing players to sustain the attack chains in the heat of combat... till it's over. Exhausted, body torn apart, weakened from the strain, the Overconfident player must quickly retreat from battle. -
Quote:Catgirls with Ballgags!Originally Posted by BlueRaptorLike leather/bondage, necrophile goths, manga style schoolgirl skirts and other stuff we already have?
*shifty eyes*
*dashes for cover* -
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I'd recommend Sonic Attack. Each Sonic Attack lowers resistance and that will help make your storm attacks just a tiny bit stronger.
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sounds like a good start.
I proposed setting dual-pistols as a Patron Power for villains, suggesting that Maelstrom could be a Patron. Presuming that he's not already attached to Task Forces or Missions...
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Miss Freeze:
He's suggesting it as an EPIC POWER POOL
And you'll find if you take a scrapper to 50, or a Tank for that matter, the Epic Pools do contain ranged attacks. -
Quote:(sowwy Jouster)Crane ears? As in 'there's a hole in the side of my head' crane ears?
Jouster's avatar is a Whooping Crane... and unfortunately I can't find a decent sized picture of his drawn avatar that is work safe. He's also at the Midwest Fur Fest right now so I can't get a proper picture from him that way either. -
Quote:Two movies. Equilibrium and Ultra Violet.I've never understood WHY people assouate pistols with scrappers around here. Is it all simply because of that ONE movie who's name excapes me? Is there a whole sub catagory of GunFu movies i've somehow missed?
Pistols are short range weapons, not melee weapons. I've never expected them to be anything other then ranged damage weapons and would be supprised if they ever became a set melee classes can use.
If you are actually looking for a semi-serious response, I'm not really sure what drives this particular desire. I think the core of the desire is that players want to do things in the game that don't make sense... because the game already doesn't make sense. Think about it. We already have avatars that can jump tall buildings in a single bound. We have avatars that can shoot beams of radiation from their bare hands. We have avatars that can sprout rocks out of their body.
So, what's the big deal with continuing to be ludicrous? What's the big deal with having Pistols that are used in melee only? What's the big deal with playing a Blaster like a Scrapper? What's the big deal with playing a Scrapper like a tank? What's the big deal with playing a Defender like a Blaster? and so on and so on and so on and so on....
The feeling, well, emotional response of lets do it anyways is, to me, further strengthened by the lack of any real punishment in the game. I don't mean just, well, debt, or the lack of it. I mean beyond that, in relation to the community. I've lost count of the number of spammers, trolls, griefers, and the like that I've encountered in the game that still play, that haven't been banned, even when they do things the devs say are bannable offenses; e.g. putting Ourobous Portal on the ski slope; e.g. dragging Monsters in PI to Portal Courtyard; e.g. Confusing a Player in a PvP zone, then chain confusing to Atlas Park and nuking lowbies; e.g. spamming broadcast in AP with a constant string of words censored by the in-game engine, then working out how to spell those words with leet-speak or punctuation to get around the filter.
Yes, the GM's and Mods do step in on occasion and nail players that really deserve it... but rarely do we ever actually see a developer or mod say something to the effect of you are doing it wrong.
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Edit: clarification here. I don't think I tied this line of thought into the original argument well enough.
Where I'm trying to go with this line of thought is that we don't often see responses to many of the suggestions and ideas that get tossed around. Occasionally Back Alley Brawler will step in with a facepalm... but for the most part, the developers and moderators stay out of the suggestion threads. So there's a flood of wild and crazy ideas going around that never get responded to on an official level. Yes, other players pick these ideas apart, and either improve them to the point where they are acceptable, like maybe doing Dual Pistols as an Epic / Patron Power (Maelstrom could be a Villain patron... maybe?), or absolutely destroy the arguments. Really, what's the worst we can do to Missy K? Neg-rep her? Well, turn rep off and it really doesn't matter. Ignore her? Well, that means you don't see anything she says in the future, but it doesn't solve the root problem of teaching other players how to play the game, or what makes sense for the game.
With the lack of... I hesitate to the use the word tactile... perhaps... perceived? With the lack of perceived feedback on many aspects of how we play the game from the devs, we're often pressing vague boundaries, or stepping over those boundaries. Yeah, it's a bit much to expect the devs to set hard rules on everything we do... or don't do within the game world or outside of the game world. That lack of a hard-formed environment basically forms a breeding ground for bad ideas to flourish, and for good ideas to get buried. Which is one of the many reasons why most game forums typically draw only a small percentage of the actual playing and paying base.
Still not happy with tying this back into the behavior expectation of why players might feel one way or the other, but I hope it's enough background to establish a point
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Anyways, bypassing the community aspect and looking back into the game aspect, there's the, well, it's not a problem, but various combinations of IO sets will let one archtype mimic or behave like another archtype. Case in point would be an SR Stalker or Scrapper soft-capping on defenses. Since an SR Stalker or Scrapper can soft-cap very easily, and since that defense generally can't be taken away, why shouldn't they play like brute? Why shouldn't they play like a tank? Why shouldn't a defender rack up on damage bonus's and have ranged combat like a blaster or corruptor?
The developers, as I see it, have boxed themselves into a corner. By designing a better game, an easier to access, and an easier to play game, they've also opened up the game world to be bent in ways the original design never accounted for. From a long-term viewpoint it's not exactly that big of a surprise that some of the things you, or I, find outlandish and crazy, like Dual-Pistols in a Melee set, seem like completely normal and logical steps of game design to another player.
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Oh, and Bill. A: I wrote that. and B: if you really believe that I'm ignorant when it comes to systems maintenance.. woah are you ever wrong. I've also said that directly to Microsoft employees, and even they can't contest what I say. So if you have a counter-argument, I'd love to hear it, because even the guys who write the software say I'm right. -
Quote:I think the horse has been turned into Jerky by now.In case you're wondering what you just stepped in, this is one thoroughly beaten dead horse. It's probably all new to you, but it's old to a lot of the locals, which should explain some responses. That and you probably meant dual pistols, and that confusion will probably explain other responses. I'm in favor of dual pistols, perhaps as an epic, and I'd play it if they made it a primary. I have a soft spot for gun fu. But lots of people think it's a stupid idea, and it's pretty much probably never going to happen.
I do wonder about the Epic Power class though. There already is Weapons Mastery, which I believe comes with Shurioken and Shurioken that go boom. It might not be that much of a stretch to have a Weapons Mastery II class with pistols instead of throwing stars. -
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I always thought the concern about Clamor's plot to blow up the sewer under the Zig was concern over revealing just how far underground the Zig went.
Then there's also the Orbital Zig Station where Criminals are securely teleported to. (yes, I know, that's only referenced in fan AE arcs, but how cool would a Zig in space be?. No, not Zig Zag in space, step away from the Webcomic link)
On a more serious note, one of the red-names commented on the likely hood of actual death occurring in the City of Heroes universe being actually low, at least within the bounds of Paragon City. The numerous mystic aligned cults, such as the Hellions, Circle of Thorns, Carnival, Legacy Chain, and Mu for example, probably have wards and spells in place to automatically rez those vulnerable to death on a safe plane of existence. Those not known for mystical plans, such as the Malta or Crey probably have legions of non-associated lawyers standing at ready to bail out those that have been arrested. Others like the Council, 5th, and Sky Raiders probably have the Emergency Medical Teleport System hijacked, and any of their guys defeated in battle are warped to a combat base.
Basically, I don't think Killing is a big issue for anybody involved in issuing a Superhero license, or for any Arachnos issuing a license to commit crime in the Rogue Isles. You'd have to work really hard to actually kill somebody in the Paragon City universe, such as turning off the emergency medical transport system, blocking or reversing any spells, securing a line of teleportation or transport to the Zig, and so on and so forth. -
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Quote:Quote:Originally Posted by HyperstrikeDude! I'd pay TEN times as much a month for that kind of run power. I have at least two tanks who it'd be perfect for...
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Quote:And here I was thinking States was responsible for the new Hamidon Raid. * gets out the tar and pitchforks and storms the cubicle of BaBs!*I'll give you a bit of background on it.
The old Hami event had problems, we all knew that. Most of us didn't participate in Hami raids, though, so we only knew about it via bug reports, datamining and second hand observation. One day, I wandered into Pohsyb's office while he was on one of these events. I talked with him and watched for half an hour, all the while he floated up near the zone ceiling dropping Phantom Army down onto Hami, along side 2 or 3 other Illusion controllers. That was his job...it was boring.
After that, I started paying more attention to the Hami event and how it was run and I realized the entire event was like that -- aberrant playstyle atop aberrant playstyle. I decided that, at some point, we should really do something about it.
Nothing happened, though. I never got a clear idea of what *should* be done to improve it, and it sort of languished in that state...until BABs was hired.
He was a veteran Hami-raider, and had definite ideas of how to make a better raid. He campaigned for production to put time in the schedule to revise the event, and eventually got it. Then he, myself, Ghost Falcon and a few others (I don't actually recall who all was involved at the time, Posi may have been, Pohsyb, too, maybe even geko...but I don't remember) sat down in a series of meetings and hashed out BABs design. The end result was the new event.
I can certainly understand the feelings of the folks who miss the social aspect of the old raid. It's similar to me missing the social aspect of EQ's camp a spot gameplay. It wasn't fun, but it gave you plenty of time to meet new people and to socialize, and in many ways, that's what these games are for. -
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I can't hit a possum!
I can, however, swat a puppeh! *pulls out a rolled up newspaper and SWATS Cien* -
How about we wait for Dual Pistols to come out and see what the developers do with the set.