Aliana Blue

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  1. Quote:
    Originally Posted by Lazarus View Post
    "Raaaaa! I'm a vicious octopus!"
    You knows it!
  2. I did a little inquiring yesterday when I noticed an overabundant amount of 2-boss spawns when set to x4, and apparently that has been happening before i16 - it was quite noticeable when you ran in pairs. I suppose that what you're seeing happened before i16 too, just never noticed until now
  3. Quote:
    Originally Posted by Shadow_Stranger View Post
    I'd love to use giant monsters and Hydra tentacles.
    If you really want Hydra tentacles, use random Hydra minions/Lts. (i.e., add the "random" option to your custom group) and lock the level range to 20-30-ish. You'll get the tentacles walking around.
  4. Quote:
    Originally Posted by JJDrakken View Post
    First off, I have no F'ing clue who Major_T is
    You could ask Ground_C to find out...
  5. Quote:
    Originally Posted by Rieze View Post
    That wasn't me but I'm going to put that on the list of things to try. Maybe make an AE using one of the casino maps.
    It's a shame they fixed the Longbow map where you could put all destructible objects in the back room, it was perfect for that kind of thing.
  6. Quote:
    Originally Posted by MissInformed View Post
    That's not strange. We all find different things interesting. Millions of people think WoW is superduperawesomesauce; I didn't think it was all that great. The author didn't find CoH interesting after level 20. We can all think the game is great after 20, but it doesn't matter. We all have our own opinions and the right to them - this person just happens to work for a magazine and gets his opinions published.
    MI, there's a difference between "I didn't think it interesting" and "there's nothing to keep the interest going." Level 20 is the start of one of the level ranges where you see a lot of changes to characters. It's the opening of the final tier of power pools. Level 22 introduces Single Origin enhancements. If you look at primaries, you're starting to get deep in the powers climb, many of these powers are in fact quite definitely "signature" powers. This is not even considering the opening of a new tier of content, zones, and new villain groups, I'm talking exclusively character development.

    All these are changes that clearly change the way the game is played. They may incite a sound 'meh' reaction from someone who's not all that excited about the game, but their existence is undeniable. The article did indeed deny it.

    Quote:
    Write a letter to the editor and see if you can get your opinion published, too.
    I can't tell if you're being facetious or not. This is a review from someone that presumably got paid for it, not a letter from the readership. To use your wowesque analogy, it'd be like saying there's nothing to keep the interest going in WoW once one hits the level cap. One may not like raiding, but not saying anything about the existence of endgame raids would be sloppy and unprofessional. Pretending there's nothing new past level 20-ish in CoH is a blunder of similar proportions. It's a game changing level range.
  7. Quote:
    Originally Posted by Evangel View Post
    The article is a bit strange, it says that the game is great but after level 20 there's nothing to keep the interest going.
    Wait... what?

    ...

    ...

    What??
  8. Thanks for the review! Couple of things (general, I'm not nitpicky).

    1. Regarding the navibar objectives. In principle, I don't mind being vague; in fact, that's how I had the clues at first. One of the things that I gathered from the early feedback I got was that people didn't seem to like vagueness in the objectives. Getting thrown in Orangebagel with "Seek Clues" as an objective seemed to put people off. So I went more specific. It's something the regular game does without embarassment, I have walked int a map with the objective of "investigate warehouse" (for example), only to have "3 hostages to rescue, defeat Bonefire" or somesuch appear there.

    As I said, I'm not opposed to vagueness ("my character doesn't know that!"), and on the other hand I have to think that this is, at the end of the day, a game. Still not sure how to go about this one.

    2. About the framework, and the Mender's mysteriousness. The reason I originally did the arc this way is that I feel there's not enough "detective work" in this game, so to speak, with the hero (the player, you!) taking initiative. In that sense, that's what I try to accomplish when you stop following the Mender's directions and do your thing, with the contact merely being a plot device to achieve it. Glazius suggested something similar, having the player talk to the Mender directly and afterwards hijack the pillar and do your own thing.

    Thing is, I just can't do anything like that with the MA. If it were a regular world mission it'd be trivial to do like that, I could chain missions without having to talk to the contact, have a fedex "click the portal" to progress the story of you hijacking it, and so on. But in the MA you have the chosen contact sitting there at the hologram projector for the whole arc, no matter what. Doing your own thing by talking to the Mender and somehow hijacking the portal would feel incredibly forced, moreso if he's supposed to betray you at the end.

    The sense of mystery, or rather, of being left in the dark, is part of the character I wanted to give the mender, and tried to cultivate some mistrust in the mind of the player in their dealings with Paelin by having him acting so vaguely. If he doesn't trust you, why should you trust him?

    Basically, the reason for the framework can be cut down to: Having a sense of investigating yourself (instead of following the contact), having the Mender's motives be untrustful, having the betrayal of the Mender be somewhat of a surprise without handing you an idiot ball. Vagueness was the best avenue I could think of.

    Some minor details:

    - The hostages in mission 3 were clones because "random" for civilians has been bugged for some time, and would pick models from enemy NPCs and even take after the guarding group. I had to have a single encounter with X hostages if I wanted to trigger something off the completed objective since otherwise it triggers on the FIRST rescue instead of the LAST (bloody retarded >_<). Chaining was done because the navbar looked very cluttered otherwise.

    A chain of unfortunate events That said, I'm going to cut it down to 4 and remove the chaining, so I should be able to have 4 separate encounters. Space permiting *crosses fingers*

    - "This is... unexpected" in mission 4. It used to be the case that the first spawn point of that map was always within spitting distance of the entry, so you saw the Nemesis soldiers as soon as the map loaded. Now apparently they spawn around the corner, I'm guessing there were complains of accidental aggro before finished loading... Easy enough to change though.

    - Mission 1 and the forensic examination. At first it used to say that and when the clicking finished it'd say "Yep, he's dead." Bit of humor. Then I changed the second part because of complains of vagueness on the text in general

    Hm, I think that's it. Thanks again for the great feedback!
  9. My highest ranking in the buttkicking scale would be Actin, DM/Inv scrapper. 7 dev-made AVs at once (and over the aggro cap of custom-made AVs, for giggles) attest to that. Solo'd the ITF too, good times.

    Most crazy fun has to be my Ice/Fire, no-Stamina blapper, nearly softcapped for all positional defenses (over 40%, current pending the acquisition of a PvP +def IO to get the extra oomph). She's hilarious. And does a ton of damage too.

    Don't think I have any character being particularly weak that's not associated to still being low level. Dishonorary mention goes to my Ice/Cold Corr (or cold/ice or whatever the combo is, you can tell I'm not very thrilled about it) which I disliked the most. Least enjoyable character I've bothered leveling so far.
  10. Well, rare salvage has the advantage of being deterministic with tickets, you go there, plop 500 of them, and get the orange shiny you wanted. If there's a spike of 3-4m, as it's been seen recently in some instances, it's trivial to whack some holograms and make a decent profit

    As far as recipes go, I was extremely surprised when I got an Achilles Heel proc yesterday as an arc reward, and checking on the market turned out to be worth several millions (something that I have never seen happen before, and I've bought many many of these for different alts). Haven't seen much of a price hike in the more common sub-30 recipes yet, which is probably because of all the new alts being played. We'll see how it pans out after the new alts start hitting the level cap.
  11. Aliana Blue

    Can MA be saved?

    The only thing preventing me from publishing more arcs is lack of slots. I made three arcs shortly after the AE release, and I've been sitting on my thumbs (creation-wise) since then, simply because I have used all slots. I could un-publish and publish something else, but there wouldn't be much point, I don't see any new arc I make doing any better than the arcs I've already published, which are firmly and safely entrenched in 4-star territory. So what would be the point? *Shrug*

    And no, I'm not paying for the privilege of whitewashing the fence some more. It's fun enough if it's free, but that's as far as it goes.

    As far as playing goes, I _have_ been playing lots of AE arcs, there's only so much Frostfire I can take. And yes, it is annoying to have the same arcs that I'm not interested in playing showing over and over in my searches. I'm having to stick to "long" and "very long" arcs in the search parameters, when in reality searching for "2+ missions" would do the trick much better. I want to be able to hide arcs without having to play them. I want a favourites list! I hope they'll add some sort of aggregator like "players who liked this also liked..." kind of thing that has been suggested many times.
  12. Just tested some more. Made the custom group with level 25-40 minions and Lts., and level 40-50 minions, Lts., and bosses available, at level 50, spawns will be composed of the level 25-40 minions and Lts. (at level 40) and level 40-50 bosses (at level 50, and if bosses spawn, i.e., 2+ people difficulty for spawn size). The level 40-50 minions and lieutenants, which are available in the custom villain group, won't be used at all.

    But, if you're set to 8 people you get one or two 40-50 minions and Lts. at 50, but you still get most of the spawn being the 25-40 mobs, at 40.
  13. Here's a funky (and annoying) one.

    Make a custom group with Nerva Demon (CoT) minions and Lts., their level range is 25-40. Add all the minions, Lts. and Bosses from the group "Ghosts" (40-54).

    Spawns at level 50 will be composed of level 40 grey Nerva Demons for minions and Lts., and the level 50 Ghost boss.

    So... Frustrating...
  14. Quote:
    Originally Posted by syrusb View Post
    Well... is the ambush of Nictus in the 1st mission of the Imperious TF (after you take down the Minotaur guarding Solaris) supposed to be... that ridiculously big? I swore there were 3 separate ambushes after the TF was introduced, but now it feels like all three drop in on the team at once. (And keep in mind they're all boss class.)
    That one's always been pretty big. I remember I triggered it by mistake when I was soloing that TF (the total team size at that point was 2, me and a logged off person), and it was HUGE.

    The fact that I was set at invincible didn't help... I changed my difficulty afterwards >_>
  15. Thanks for the feedback! Let's see a couple of things

    Quote:
    Originally Posted by GlaziusF View Post
    Hmm. I kinda got the point of things after the first CoT death mage leading a DE herd. I've battled through like six of them so far and I've barely gotten above the first floor.

    No chance you could cut that down a bit, is there?

    (...)

    I wonder if you could make some kind of custom enemy group that's a mix of DE and like Behemoths and Thorn Casters or something, just to cut down on the pain a quartz emanator can bring on.
    I used to have a custom group with only DE minions, so you can guess what happened there... It made the fight (1 boss + assorted minions) ok without being annoying, and testing on "standard" difficulties (pre-i16) with default full DE seemed ok, just didn't count on added Lts. from higher bodycount difficulties post-patch. I'll see what I can do about it, I'll probably add a replacement Lt. and use standard minion/bosses from the DE, and probably leave 3 boss fights only.

    Quote:
    Hmm. I think you need to add the other ranks of ghost to this group you have guarding the hostages. All I'm getting are the other Nevra demons, and they're spawning in at -1. (I dinged 41.)
    Uh... wha? The group includes the non-CoT ghosts found in portal missions and such (like the spectral passengers of the ghost ship) It's... odd that you got only Nerva demons.

    Hm, just checked and the non-CoT do spawn at level 50... But only the boss, wtf? (So I get a level 50 Lost Soul and a bunch of level 40 Nerva greys). This was working fine before! I'll have to check further *grumble*

    Quote:
    But, uh... Baron Zoria was a bit of a froofy nobleman,

    (Big Snip)

    Anyway. Just say the kid took out the Thorn Tree or something, that's a pretty major place of power and would be a serious blow to their operations.
    Thanks. The CoT lore seems a bit convoluted, so I went with Twilight Son's big bad, since it'd be recognizable for many players. Your suggestion's good, I'll rewrite that part.

    Quote:
    Mist is running Hurricane, which is on even when she's a captive and tosses the Circle all over the dang place.

    Speaking of all over the dang place... yeah. There's a lot of geometry/spawnometry where a misplaced gale can have you fighting three groups at once. Not that I can't handle it, even with the spawn size cranked up, but it's still annoying. Any chance you could make this lady /cold instead of /storm?
    I can actually do better. Since she's not an enemy and I don't care about how much XP she gives, I can go and remove Gale if I want to! In fact, I will! Didn't occur to me with i16 release, go figure!

    Quote:
    I fight a somewhat interesting ice/fire EB demon (but, uh, the Circle kinda has those, they're called Blade Princes)
    Level ranges. I had to add customs if I didn't want my arc's levels to go up and down all over the place (CoT EBs and AVs can have weird ranges). I guess now I can set the range of the mission to whatever I want, but I'm not thrilled about having greys filling up the mission

    Quote:
    and then fight Paelin, a ninjas/invuln AV who only seems to have rank 1 of the minion summon. Kind of underwhelming.
    He's got them all, but somehow MMs fail to summon everything in MA sometimes (and inconsistently so). Also, the reason I chained the spawns at the end of the last mission like that I can't do ambushes with specific bosses (something we've asked for for ages!). I don't feel too bad about spawning things on top of the player because of the allies, they always grab the aggro on spawn (or at least they seem to do so on my tests) even when they spawn right next to you.

    Quote:
    Ah. There it is, in the souvie. It looks like this guy was just a n00b at messing with time, which makes me wonder why he was on this duty, or if his botched handling of the whole situation was just part of somebody else's plan for the timestream.
    Aha! While calling him a n00b is a bit more than what I wanted him to come across as, the idea was that he did in fact not do such a starling job due to not trusting you. It's very briefly said in pass on the souvenir due to space constraints: "Mender Silos was greatly amused by this [things turning out better when you messed with my plan]". In a way, it's like this:

    Quote:
    ...uh, I can arrive at any time I want. Nice job on the landing, Mender Kidnap.
    That's following Twilight's Son TF pretty much, you travel time yet you fail to arrive on time to save the people... thrice! I think the menders are not very good at picking good timings.

    I'll go get busy, thanks again for the feedback
  16. Hey Glazius, can I be cheeky and ask you to check one of my arcs when you have time? I posted it in the mission review site ages ago but nobody ever commented on it there

    http://cohmissionreview.com/2009/04/...rs-and-legacy/

    Story Arc ID: 1589
    Author’s Global Chat Handle: @Aliana Blue
    Length: Very Long (5 missions)
    Alignment: Heroic

    Couple of AVs in there but they come with allies for you, stock mobs too. Thanks a bunch!
  17. Quote:
    Originally Posted by Pure_Massacre View Post
    Hey guys.. Wish I had some info to give, but.. Just got back from a few month break. What would be the least expensive route to softcap an elec/shield? Im slowly grinding best I can, only at 22. Thanks.
    Probably Multistrike in your PBAoEs for starters, they tend to run cheap. In general there are a few yellow sets that give some defense without being spectacular. Use Aegis in your resist sets (not cheap, but not that expensive), Red Fortune for defenses, there is Explosive Strike (I think), low level knockback set, that gives 1.88% for ranged defense at 3 slots (so take Kick from the fighting pool instead of boxing).

    Then depending on the APP you take, take a look at the different mez sets. While not cheap, Lockdown for holds gives heaps of defense, Shield breaker for defense debuffs, there's a low level def debuff set that has a juicy defense bonus too for 3 slots if you just want to mule something cheap, and for ranged attacks there's Thunderstrike that gives good ranged defense without being bank-breaking (specially if you don't try to aim for max level recipes), and try to fit a Gaussian's too, it's a great set for positional defenses.

    Take Leadership, Fighting, Leaping/Flying/Stealth (for the extra defensive power), and Fitness as your pools. That's what comes to mind when going cheap. It'll be harder on your endurance (so you'll likely end up taking the Conserve Power route for your APP) and you'll have to give up some offensive capability, but it should perform really well regardless.

    By the way, "slowly grinding"? My good man, use inspirations and leverage your AoEs, this combo is anything but slow!
  18. Quote:
    Originally Posted by Fury Flechette View Post
    [*]16.8% Defense(Melee)
    [*]20.5% Defense(Ranged)
    [*]16.4% Defense(AoE)
    Very nice build! I'm torn because I absolutely love the Ladder, I'll have to think about it seriously. One thing I've been trying to do too is to add a +rech proc to Thunder Strike (on top of the heal proc in JL), I've found a way with some juggling in my old build (using Scirocco's and moving things around). I've tried really hard to add one to either Shield Charge or Lightning Rod on top of the TS one, but I've been mostly unsuccessful at reaching the defense cap while doing that.

    Also, note what I've quoted above. Due to the bug in Mids' (fixed internally btw, should be ok in the next release), Phalanx fighting is not giving ranged defense in the totals. That means one can replace the Mako's with whatever one wants! I'd trade the Mako's for a Touch of Death and replace TS' Obliteration with Multistrike, much cheaper and less end cost Or maybe that gives room to add a purple set somewhere. In either case, flexibility! Actually, that'd allow one to replace TS' Obliteration with Scirocco's and the +rech proc. Still missing the +heal proc, hmmm.

    Decisions, decisions!
  19. Quote:
    Originally Posted by Rodion View Post
    If the price of rares goes up knowledgeable players will spend a few minutes in AE to get what they need.
    Agreed, that's pretty much why there's a ceiling to the price of rares. It's going to be interesting to compare the ticket earning rates pre-patch and now to see if the ceiling is going to go up or not. Specially with the bugged drop rate, rolling recipes may get increasingly profitable and make tickets worth more, that'd make the top price for rares higher. Why get a rare directly if rolling Pool As net you more inf for you to buy it in the market and have some to spare.

    Tickets vs. Regular is an interesting comparison too. The more people run regular content, with its random drops, the more variable the prices of rares is going to be: while the tickets put a nice ceiling on their price, the fact that random can generate a lot of rares that are in lower demand, even if you don't want them, makes it more likely for certain rares to drop farther away from the price ceiling than others. That's why when everyone was running nothing but AE the price of rares was so nicely normalized, no randomness.
  20. There's been a few more options added, like having more lines at health% for some objectives that didn't have them (it's in the release notes), so that's probably it.
  21. Quote:
    Originally Posted by ArrowRose View Post
    I am posting this arc here because Aliana Blue played my arc and gave feedback. In return I played:

    Of Mentors and Legacy
    Arc ID: 1589
    Author: @Aliana Blue

    This arc was really fun to play.

    What I liked best: The great story telling and the way the arc was framed.
    Thanks for the feedback by the way!

    As I said in-game, I quite liked your arc too, my princess was in another castle! I kid I kid

    Anyway, people, don't be shy if you think it's too high level! I did with with a level 28 scrapper, who consequently got auto-SK to 45, and the difficulty was fine; couple of hairy spots but nothing out of whack with what I'd expect if everything was my level. Standard and custom mobs all behaved fine and it was a fun experience
  22. Yo Coulomb! Thanks for the review! Let's see if I can clarify a bit the vagueness at the end of the arc (btw, did you read the souvenir? I'm guessing you did ). Or rather, explain what I wanted to do with not having full closure.

    THERE BE SPOILERS! (Duh!)

    About whether you succeeded at preventing the rise to power of the Circle. Consider that the Circle's takeover happened *before* the events you witnessed; as per the timeline, when you first rescued Phillip's parents, he was a mere kid, and the Circle seemed quite entrenched in power already (I didn't explicitly say that, but tried to strongly imply it: "show, don't tell" and all that ).

    Thus, Phillip (and his parents) may be able take the Circle down, not so much prevent their rise in power; I tried to present a scenario where the heroes are fighting a losing, desperate battle against a powerful, ruling Circle of thorns, but the arrival of this new hero you mentor can change the tide of battle.

    However, as the letter from Mender Paelin said, he was interested merely in making Phillip stronger, as Mender Silos had ordered. He was not interested in the consequences of that just yet - it is something he'd try to tackle later. What use Paelin (or rather Silos) had for Phillip I didn't expand on; we know next to nothing about the "Coming Storm" for one thing, and there are other things he could be useful for (perhaps travel back in time to prevent the rise of the Circle in the first place).

    You see, in-game the Ouroboros menders aren't the most popular chaps. Quite a few people have expressed mistrust of their motives and objectives, and they tend to work in narrow problems and a limited scope and really don't disclose much of what they're doing. I tried to keep in-line with the character of the existing Ouroboros faction when Paelin is handling the information he's giving you. That's why I don't give full closure to everything, I'm giving you exactly what objectives Paelin had and how you threw an egg to his face.

    Did Phillip become strong enough to challenge the Circle without his lust for vengeance? According to Paelin, he became even stronger than the version he had created by shifting the death of his parents forward, and the three of them were alive last time you saw them. There's every reason for your character to believe they will manage. Again, I didn't want to explicitly spell it out, but I gave a strong hint that it may be the case; I wanted to stay in-character with the Mender, while still giving the player enough closure.

    There's the second part, about Nemesis rise to power. According to the information you found in the 4th mission, Phillip destroyed himself and the best part of the Circle (the most powerful ones, including Zoria and all that) in a crazy, gigantic battle. If one considers that other heroes were, for the most part, either gone or weak enough not to be a threat for anyone (which is the conclusion if one considers Phillip had to do everything alone), the destruction of the ruling Circle and lack of heroes is the ideal situation for some other villain group to take over control of the world. There are a few good possibilities here:

    - Nemesis: He's a very fitting one for someone who may have laid low and bid his time to wait for a chance. With the oppressive conditions of the Circle's rule, it's a perfect breeding ground for a man such as him to gain popularity and rise to power, and recruit young hot blooded men to his army. Chaos and Anarchy = Breeding grounds for dictators.
    - Devouring Earth: On the other hand, with no effective opposition, the Devouring Earth may have a good chance at taking over a decimated world in chaos. We know they're still around, because the Circle have used them. And if they're no longer under their control, well... But it wouldn't be a good choice if I want the player to be able to find clues about what happened in the past, Nemesis is more likely to keep that information around.
    - Council: Having alien reinforcements could work wonders as to why this faction would still be around, alive, and kicking. It would work when it comes to give the players clues too.
    - Arachnos: Perhaps, it didn't feel right without Lord Recluse kicking about though.
    - Ghosts: Scorched earth future with everyone dead and haunting the world. Tempting, I have to admit, but getting clues in that future may have been hard, I'd need a good map where one would explore some ruins of a library or something.

    I ended up choosing Nemesis. I couldn't resist having a 4th wall pun about a Nemesis plot, then turning out it wasn't really a Nemesis plot

    Anyway, back to the issue at hand. Would Phillip and his parents be able to prevent the rise of Nemesis after the destruction of the Circle (if they managed to destroy the Circle, which your character has good reason to think they will)? Maybe. Your character has done the best he or she could to give the heroes of the future a fighting chance - that was my objective with this arc, what I wanted the player to think and feel. Will that be enough? Well, in this case I would want you to wonder, and think about the heroes you've left in the future; if you actually are doing that, I'd consider I made a good job at painting those characters And of course, going back to the Menders, they always work in discrete time frames, don't try to fix everything at once!

    That, and that's how sequels are made, if I ever get an extra slot, that is How it happened exactly? I didn't think it'd be too important to go into detail if I left clues about Phillip's last battle and the state of the world I tried to convey in the first three missions.

    Hm, that was long. Congratulations if you made it this far!
  23. Quote:
    Originally Posted by Neuronia View Post
    Run AE missions with friends.
    Use tickets in the 30-34 range Bronze roll. Some like 10-14 Bronze Roll.
    As with previous, craft and sell on the Market.
    ^^ That's pretty much what I've been doing with my Spines/Fire scrapper, level 29 and now parked until I get tired of my Elec/Shield

    Anyway! What I did was run AE arcs, then go to the ticket vendor and fill up with bronze rolls, then fill up with 50/50 arcane/tech common salvage. While I deleted obvious lemons from the recipes I got, it's not really necessary.

    You head to the market, see which recipes are worth crafting (by looking at the going rates and demand of the crafted IO, not the recipe), fill whatever gaps of salvage you have with the market itself, craft, sell IOs, sell remaining salvage, back to AE.

    And it's not even necessary to farm. I was running story arcs, and they still provide nice rewards.

    Also, I always ALWAYS rolled at the highest possible range for my character for Bronze Recipes. When she was under 10, 10-14. And so on.

    Reason? Some recipes (like procs, but others from sets with good bonuses) sell very high at its minimum level. I could roll at 20-24 when I was level 17, and got a level 21 Performance Shifter +End that sold very handsomely when crafted. Low-leveled recipes like Crushing Impact, which starts at 30 and you can start rolling for at 27, may also sell well, it's the lowest you can go (good for exemplaring purposes), so they're popular.

    This way you also stumble upon niches where you can craft for profit (for example, you find out that a recipe that's not worth much sells nicely if it's crafted, so you can buy some more and craft them).

    Going this way she is sitting at some 70 million, just dinged level 29. Just rolling anytime I had enough tickets, haul to the market when full to check, craft, and sell, and back to playing.