Zamuel

Legend
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  1. I'm likely to be a regular at the Wednesday author sessions (http://boards.cityofheroes.com/showthread.php?t=263681) so feel free to show up. Also, remember that anyone I've already critique is available for a free replay.
  2. Made to Wave the Flag #384775 by @LaserJesus
    Bricked Electronics #2180 by @GlaziusF
  3. Quote:
    Originally Posted by Second Measure View Post
    Atlas Park gets a tremendous visual makeover, and both Atlas Park and Mercy Island have all new mission content to give great reasons to create a character for veteran and new players alike.
    With the way this is worded I gotta ask, does this mean Mercy Island isn't getting a visual makeover?
  4. Quote:
    Originally Posted by SupaFreak View Post
    I might be a bit of stooge here, but is that Claws/WP?
    Oops, my bad for not listing that. Yes, he's Claws/Willpower/Soul.
  5. Well, here's a Victory villain since none have entered:

  6. Zamuel

    First Ward

    While it's "just" another cityscape, from the few pics it seems like it may have a more natural vibe to it. Bare minimum I expect water to be located differently.
  7. Quote:
    Originally Posted by Ironik View Post
    I think just slapping together some bits from the costume creator is doomed to failure because there aren't any unique or iconic pieces there.
    If it's just slapping pieces together then sure things will look bad but I think there's a fair amount of options available for decent redesigns. There's noticeable weaknesses here and there but in some situations I think it adds to the challenge.

    Quote:
    Originally Posted by Angelxman81 View Post
    Its seems theres some kind of revamp of the old hero content coming...
    I think lots of heroes, contacts, NPCs in general could use a redesign.
    I think some players of this game, like bAss_Ackwards make awesome costumes. So I think would be cool to have a thread to post our visions of those characters revamped.
    I know there was some kind of costume contest called "Redesign Freedom Phalanx" and I found it funny.
    I will start posting some redesigns. I wanted to keep it iconic and simple at same time:



    I sort of agree on it seeming sort of off for a Primal Earth character to look so blatantly Clockwork though admittedly it's not a bad look in its own right. That's sort of my problem with Valkyrie. My mind says it's "wrong" even though I actually like your outfit purely from an aesthetic perspective. My two concerns are the fact that there's a tech origin to Valkyrie that's not shown in your version and the fact that there's not much variance from the base Valkyrie set.

    I think the characters that need an update the most by default will be any NPC that use the "civilian" model. For all the complaint's about player outfits being outdated, the bystanders are what truly look bad. With that in mind, I opted to try making an update for Azuria:



    The top is too shiny but nothing I can do about that.
  8. Well, a lot of the worry is the feeling that "build from scratch" means a lot of things may fall into the "never get fixed" category. A situation where instead of "either/or" it's "neither/nor". Especially since some of it seems to be difference of view. Simply wanting new contacts in Dark Astoria and the Shadow Shard seems to get equated into the need to completely rebuild the zones.

    Also, I have to wonder if this is why base builders have been neglected so long. No new resources and no adjustments to older ones.
  9. I found one of the Q&A replies on the previous Ustream rather interesting.

    It was noted that one of the reasons why older resources aren't always reused is actually due to compatibility. Being made with differing versions of 3ds Max generally makes it easier to just rebuild from scratch than import. That's got me wondering if that has been where a lot of the struggle concerning implementing fixes that seem "easy" to us players is actually rather hard.

    However, that also has me wondering if it would be best to work towards converting these resources. It just bugs me when it seems like there's so many ways things could be reused yet they aren't though it's a lot easier to handle knowing just what the difficulties are.
  10. Quote:
    Originally Posted by Redlynne View Post
    And if the Mastermind could partake of Grant Power Hide via casting of Kuji In Zen ... that would then imply that their Snap Shot, Aimed Shot and Fistful of Arrows personal attack powers should also get the "Stalker Crit from Hidden" modifier added to them. Considering that *NONE* of the Archery powers available to Ninja Masterminds accept any IO Sets other than Damage ... this would seem to be a "deserved boost" to the Primary, and one which might actually convince (some) people that the personal attack Archery powers are actually worth taking, as opposed to skipping them like the junk they are now.
    I'm wondering, would it be good to swap Aimed Shot with Stunning Shot? It would probably be similar to Energize in that it skirts the cottage rule without actually breaking it since it's still ST ranged damage. Making it an actual control power, even if it's just ST, adds more protection for the Ninjas, gives a stacking option for some secondary powers like Thunder Clap, and increases slotting options. Might post this in the consolidated thread.
  11. Quote:
    Originally Posted by Redlynne View Post
    Just about the only way that I can think of to make the Inverse Ninja Law "feasible" in CoH would be to give Ninja/* a power akin to Gang War from Thugs. Call it "Ninja Horde" ... and make it a Toggle Power with a 1.5 second Activation Time. That way, every 1.5 seconds, you summon another "Ninja Crunchy" to join your horde. The downside is that every "Ninja Crunchy" has a passive 12ft spherical PBAoE aura around them that DEBUFFS Defense (-1%), ToHit (-1%) and Damage (-1%) of all Ninja Genin, Jounin, Oni and Ninja Crunchies within the area of effect. Max limit of 16 Ninja Crunchies summoned simultaneously (via 24 second duration for each of the summons?).
    Actually one suggestion I had a while back for representing the Inverse Ninja Law was focused less on them getting weaker when there's more and more of them getting stronger when there's fewer. Give them Nemesis style Vengeance for whenever one of them dies.
  12. Quote:
    Originally Posted by Rigel_Kent View Post
    My only thoughts on Spec Ops apply to all pets as general design principles.

    Pet power recharge times should not exceed the recharge time of the summoning power for that pet. Otherwise you're opening up a loophole to resummon and rebuff pets to get their powers back faster.

    So giving Spec Ops mag 2 mezzes on a 45 or 60 second recharge would be fine. (See: Dark Pit, Thunder Clap.) 90 seconds, the base recharge for the Spec Ops summoning power, would be the absolute maximum for any Spec Ops power.
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Just a random thought here. The main complaint I see about Spec Ops is that they are supposed to be control pets but really suck at control. With that in mind, what about replacing Web Grenade with a single target hold (visually something like Web Cocoon but with a grenade throw animation instead of the mace thing).

    That would give them some reasonably reliable mez power for handling Lts and Bosses without giving them more AoE mez power.
    Both of these seem to make a fair amount of sense for ways of improving them and keeping them balanced.

    While Spec Ops should crit from their stealth, I wonder if it just might better suit their purpose if stealth granted them a Power Boost style buff. It would mean that their default control times could be made short and on quick recharges while the stealth would grant them stronger "alpha strike" capacity for their controls.

    Quote:
    Originally Posted by Redlynne View Post
    So here's a question/challenge that can be dealt with in a relatively straightforward manner. Is it possible to create Custom Mobs in AE, with the requisite powers directly from the various powersets available to characters, which display BETTER PERFORMANCE than the powers choices of what Mastermind Pets already have baked into them?

    Quite possibly the "best" PC to "test" such Custom AE Mobs on would be Regeneration characters (scrappers?) so as to run timed tests to measure AI performance and attack power selection(s). I'm thinking that if we can SHOW Black Scorpion (and friends) that it is perfectly possible to *MAKE* a Better Spec Ops Pet in AE(!) than what Masterminds can summon now, that the Powers What Is might be inclined to actually implement such a change in powers available to Mastermind Pets.
    It's possible, and I'd like to help on the creation side of things, but there's a number of key difficulties we as players would have due to limited power selections.
  13. Quote:
    Originally Posted by BackFire View Post
    Of course, it seems we often run a bit thin on Tanks and Support classes.
    Well, I have something planned for that situation...
  14. Quote:
    Originally Posted by Dalghryn View Post
    The Invasion of the Bikini-Clad Samurai Vampiresses from Outer Space! #61013 @Aliana Blue
    Teen Phalanx Forever! #67335 @PW
    Fixed.
  15. We'll certainly pray for a speedy recovery. It certainly is a good thing his brother was able to be a donor.
  16. Quote:
    Originally Posted by Xzero45 View Post
    A lot of the good arcs are broken thanks to the profanity filter.
    This is my main concern. What will happen if a nominated arc is unplayable due to the current filter? Is it blocked from future nominations or does it just transfer out and can be nominated at a future date?
  17. I haven't done every arc in Praetoria so I'm wondering, is there any sort of Praetorian Tech Lab that is noticeably abandoned/rundown like some of the ones in Primal Earth? If so, which arc does it appear in?
  18. I've been wondering, any particular reason we went with the rush strategy rather than the tunnel strategy for the final mission of the Barracuda SF?
  19. Quote:
    Originally Posted by Neogumbercules View Post
    Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) "disabled" while they are in Hidden status. As matters stand, without direct player intervention to position them exactly where they NEED to be, Jounin will ALWAYS attack from Hidden status using their Poison Dart ... the most pathetically worthless damaging power they have, WASTING their automatic Critical Hit from Hidden status. -Redlynne
    I've been sitting and thinking about this since I'm not sure if it can be disabled that way. However, I think I may know of an easier fix that would retain the same goal:

    Ninja Jounin need to have their ranged attacks (Poison Dart and Caltrops) set to not break their Hidden status.

    Poison Dart's crit is pretty negligible and Caltrops can't crit so I can't see where a balance issue could arise.
  20. Quote:
    Originally Posted by PoliceWoman View Post
    There are several arcs I originally gave 4 stars or even 3 stars, that I believe I actually helped by providing useful feedback that the author was able to use to improve his or her story arc.
    As someone on the receiving end, I feel it certainly did help. I think a lot of the problem is that many people don't give detailed feedback and even those who do usually have to do so outside of the game. Stars are an intriguingly objective system for rather subjective matters of taste and quality. There's no way to differentiate between "this arc is mechanically sound" and "I enjoyed this arc".
  21. Quote:
    Originally Posted by Golden_Avariel View Post
    I think some or most of the Family bosses and Longbow Wardens could be considered mutants.[/url]

    I was under the impression that Family bosses got their powers from the Superadyne but they don't Troll out since it's a higher grade and smaller doses. Though mentioning the Family reminds me that some of the Syndicate is probably mutants.
    Quote:
    Originally Posted by ClawsandEffect View Post
    Back Alley Brawler is likely a mutant as well. It is implausible that anyone could be that strong and tough while being a normal human.
    Possibly, though it could just be CoH's version of Charles Atlas superpower. He's so strong be cause of training + "eat your vegetables, stay in scool, don't do drugs"
  22. Quote:
    Originally Posted by AzureSkyCiel View Post
    They were implemented to an extent. For example, you can wear a version of the Baron coat with a dragon on the back like Tub Ci, there's Syndicate patterns for the sleeves and vests I believe to the motorcycle jacket, as well as Syndicate pants patterns.
    What we seem to be lacking are Syndicate sleeves for baron coats (the kind male blade masters use), Syndicate trenchcoats with the popped collar, possibly the back emblem on it too, and the Syndicate shoulder pads used by strikers.
    There might be a few I'm missing.
    My initial reaction was "when did that happen" to what you said but I sat and looked and now I see the problem. The female Syndicate pieces are missing. I had never bothered to check on the males since I initially made a few tests with a female character and when it disappeared I assumed it was gone for both genders. Guess I need to /bug it. Pity there aren't any 3D textured versions of the Syndicate "S" logo but that's for a different topic.