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Posts
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Joined
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Looking for suggestions on a purple-less SS/WP build focusing on Regen. Travel will be Flight, and the Mu PPP would be neat but isn't that important if something else will work better.
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I'm about 50% RPer, 30% altoholic, 10% badger, 5% numbers build, 3% marketer, 2% PVP.
Been here on and off since about a year before the launch of CoV, though I've been more active the last 2 years when I decided to start running RPVGs.
I play redside 90% of the time, and on the whole prefer CoV to CoH. Even after all this time, I still barely know any of CoH past level 25. I'm considerably more familiar with CoV, but there's a lot I haven't done there yet either.
Some players call me Aggy, which is just a short form of the name of my main, Agonus. -
Quick story.
So I was running back and forth between the University and the BM a few days ago. Then while at the crafting computer thingy in the University, I notice some IC Local chat. Oooh, neat, I think to myself, let's see if I can find these people and get some RP going.
I sneak around the University trying to find where these other players were hiding, so I could make a good entrance. Turns out they were on the second floor of the north end, which I didn't even remember knowing was there. So I listen in for a bit, and discover that the characters were some time traveling guy and a VEAT that possibly wasn't Arachnos, or Ex, or something. I approach, and attempt to get a decent conversation going.
Almost immediately, I'm essentially told to piss off.
I relay as diplomatically as possible that I was only looking to, well, chat. I'm told again, “GTFO!” So I left.
Call me crazy, but I -like- it when an RPer approaches me in a public location. Multiple times I've dragged VGmates out of the base kicking and screaming to try and get them out in the open to maybe find some other RPers. Some times it works, some times it doesn't. But geeze, maybe it's just my luck but it sure seems that these days, a lot of RPers do NOT want anyone else approaching them, anywhere, ever.
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Is there any sort of feasible PVE end build goal for Demon Summoning/Thermal? I'm at 27 now and running satisfactorily on haphazard SO slotting, but I have no idea what to build for after that.
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Agreed that the Mutant Booster is a bit underwhelming. I was excited for the monstrous heads everyone was expecting and... yeah.
I'll get it, but unlike the last few, I'm just in no hurry to do so. -
I have an anti-hero-ish character that's sort of a variation on DC's Shade with shadow powers and... not nice... methods but with more of a focus on law enforcement.
And if possible, I'd like to mix in something like Marvel's Sentry/Void aspect with a villainous split personality, or rogue shadow construct, or just a shadow powered villain that likes to make life difficult for the hero. Something along those lines.
So the hero could have a built in villain. Or not. I have characters for both, one blueside, one redside, for what it's worth.
Any RP heavy superheroey groups out there interested in adding such a character to their mix? -
...backwardses? o.0
Quote:I don't care if a Mayhem fails. Don't even really care that much about the badges, as I tend to forget about them once I hit the 20's anyway.I've heard complaints about how to do mayhems since I started playing.
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I dont really get the angst some players have when mayhems fail. Often you still grab the badge, you miss out on a temp power of variable worth (wow a jet pack). Seen a lot of teams disband 'cause we failed bank, or teamwiped along the way, when if that happened in a normal paper mission, it would be hositpal & reenter no drama.
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What annoys me is when a PUG leader, who acts like they know what they're doing, selects at Mayhem, and then any one of a number of the following happen.
1- The mission difficulty is still set insanely high.
2- When the team wipes in the first 2 or 3 mobs, the team gets stuck in jail due to massive amounts of Longbow and PPD eagerly waiting to fill their police brutality quota on us.
3- The leader doesn't clearly establish how they want to do the Mayhem, chaos ensues. See number 2.
4- The leader does say how they want to run the mission, but some Stalker or another player runs straight to the bank anyway. See number 2.
The whole thing then ends up being an annoying waste of time and an exercise in futility. -
I remember trying to make a Mercs MM a while back. I initially had the height slider at around 6 foot 2 or so. Then in the tutorial I noticed that the level 1 Mercs were so much taller. Cue much aggravation and relogging to try to match the heights. >.<
Quote:I'll give you Thor, but for what it's worth, Superman is "supposed" to be around 6 foot 3.This may have more to do with the genre than with the eccentricities of NPC designers. Take a look through the racks in your local comic book store, where out-of-towners like Superman and Thor stand tall around 7 feet, and villains like Doctor Octopus loom over their victims, not beneath.
Reminds me of how Supernatural screws with your perception of how big Jensen Ackles (6' 1") and Jared Padalecki (6' 4"), the actors who play the Winchesters really are. For the longest time, the Winchesters were mainly standing next to monsters, women, or their father (Jeffrey Dean Morgan, 6' 2") for the first few seasons, and you didn't have a lot to compare them to. On the show, to me at least, anyway, they looked average, under 6 foot. The funny thing was seeing Watchmen and watching Morgan tower over most of the human cast, when on Supernatural he pretty much looked the main cast in the eye, or looked -up- to them. -
Considering the alternate animations for Super Strength and Martial Arts, and the significantly flashier animations for Dual Pistols, Demon Summoning, and the upcoming Kinetic Melee, they're definitely working on spicing up the animations and getting better at it.
Quote:But then there's that. I don't know if it's more work to make new animations for an older powerset or to just make a whole new powerset.One thing that you have to consider is animation times.
Dont get the wrong idea, I would LOVE to have animation options for every power in the game.
But how do you offer a wide range of animations that all fit within a standard time-frame. On a power that has a long animation currently (1.67+ sec), do you design new animations that fit exactly inside that time-frame, or in the case of an animation with a shorter duration, do you tack on a "wait" period to make up for the full original duration.
On a current fast power (1.5 sec or less), what do you do with an animation that has a much longer "wind-up". Do you "hurry-up" the frames so that this animation "fits" in the original animation window or do you monkey around with the game engine. Either way, I would be unhappy with a cool animation being "sped-up" or "slowed" to fit inside a particular time frame.
Worse yet, what if you set the DPA according to the animation time to account for max recharge. Talk about min-maxing. Every person would not only figure out how to slot best and build best, but we'd be discussing which animation is the best one for an attack chain.
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I'm the other way. I stay Grandville and rarely go to the RWZ.
Probably going to stay that way at least until I get a villain, that I don't plan on taking any of the PPPs with, high enough in level. -
Quote:Reminds me of another fun PUG. So we were running Paper Missions in silent smash mode until someone broke the ice and the team got chatty.Actually, path of least resistance does tend to retard a player's overall growth. You can't learn about the whole game when you're firmly entrenched in one small part of it. Or have the so-called AE Babies been totally forgotten?
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One player then started complaining about how the game is tedious and there's no variety to mission types. It's the same thing, over and over, and so simple. The following conversation went something like this.
Me: The new I17 mission arcs are pretty cool. Have you tried those?
Them: There are new missions? Really?
Me: Yeah, the new contacts in Sharkhead. Dean MacArthur and the other guy.
Them: Who's Dean MacArthur?
Me: Those are the names of the new contacts.
Them: Contacts for what?
Me: The people you talk to to get other missions.
The player in question was complaining about simple mission design because all they ever did was Paper missions. This other player, and my guess is at least half of the team, had no idea that there were other ways to get missions in addition to the Paper and Radio. -
As far as Radio Mission only people and AE babies, what I want to know is what started the Rush Mayhem trend that I've seen waaay too much PUGing redside.
Not fighting to the bank. Nooo, that would be too easy. Now a lot of players seem to think that running/stealthing straight to the bank (a la Safeguards) is the way to do a Mayhem mission.
And, as I've had players tell me, it's a 50/50 chance you'll complete the mission because of the big Longbow ambush that magically pops up when you get to the bank, so it doesn't matter how you do the mission. -
They all look pretty good, though I have uses for Dimension Shift and Energy Morph nao.
/em, thumbsup -
Quote:I mean Street Level more as a measurement of power output, not the territory they cover. It's an informal thing a lot of geek sites use, and there's a lot of variations and levels to it.I have to disagree. Robin (like Batman and Nightwing before him) started off as a street-level hero (when he started soloing), but as time went on, he could technically be classified as city-level. Batman started on the streets, but eventually moved on to patrolling the entire city. Heck, some of Robin's story arcs have him going to other countries, and sometimes other planets. (When with the Titans).
Street-level should just be reserved to heroes who are just beginning their careers, as most of them do move past that. -
Quote:I don't think he wants anyone "dragged" down to Captain America's level. But you certainly seem to want everyone on Thor's level. Superheroes come in tiers and have since this stuff started pretty much.You seem to equate no powers with beinng inept and weak, and having powers with 'no challenge'. That's your hang up, not mine.
All three of those characters are capabable of dealing with the super villains they fight. Green Arrow doesn't call up the JLA to curbstomp Merlyn.
You say it's not fair to expect everyone to be Thor, but you think everyone should be dragged down to "Captain America's level".
That's your rationale.
Quote:I think Cap and Batman are fully capable of performing at the level as the rest of the JLA or Avengers. 40 years of stories agree. Having Cap and Bats fight giant robots and powered villains is impressive. Having Thor or Wonder Woman not be able to is sad.
Quote:I like to have challenges like, oh I dont know, fighting super villains...without them being gimped or me being 1/8 their power level and needing a team to face them regardless if they're Arbiter Sands, Ms. Liberty or Nemesis. And I don't want to be told "your AT/power set isn't allowed to do that because we decided being super strong or having a magic axe isn't as cool as having having negative energy punches or poisonous bile and some thugs".
B) Just spit it out already, what AT and powersets do you want buffed? -
Quote:Eh, even Grodd should be too much for Robin to handle. Grodd is supposed to be a match for the Flash, and a fight between those two should be a good bit beyond anything Robin can take.I don't read it as Robin taking on Galcatus. I see Johnny's post more as Robin being able to fight Gorilla Grodd and Win. Which doesn't seem like too far a stretch for me.
To keep with the analogies, Robin is a street level hero. He can fight street level villains (insert non-powered Batman villain here) with no problem. To get past the sidekick stigma, even Batman has to call in help from time to time against higher level threats. Or leave things like Bizarro going on a rampage to Superman or the JLA. -
Quote:That's variety in the game design. Which I think is a bonus. The Devs don't want all the ATs to be capable of the same things. If you want a character that's powerful more often than not in the game mechanics, go play a Scrapper or Mastermind....that the majority of PCs are not able to win. The ones that are, are outlier power set combos and builds. That's my point. ...
Quote:Not true, go to RV a TRY a take on a Hero or Villlain....DEAD! ...
*looks around*
Eiko! This is your thing! -
Quote:Players already have the tools to bring their own toons up to the level of soloing AVs. But all the ATs and NPCs are not equal. AV Ghost Widow gets taken out by an EB Longbow Warden, for example....
I doubt the new system is going to bring all players up to the level of soloing the currently existing AVs. And like I said, even if it did, the devs would just invent a con above them called 'Ultra Villains' and make Leapfrog and Big Wheel that in new missions from now on, or go straight to Monster.
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And until the Devs bring in PCs to take the place of the Freedom Phalanx or Arachnos or whoever, I think NPCs (the stronger ones, anyway) -should- be a few levels above the max a PC can attain.
And for that matter, my take on this is that the lower level versions of the various NPCs you face are not up to full strength for any one of a number of in story reasons. They're either not ready to fight you, don't want to fight you, they've been depowered, they're holding back, or whatever. When you finally face them as an AV or Hero, that's when it's the knock-down, drag-out, take no prisoners fight.
And as far as gameplay goes, I like soloing once in a while. I also rarely keep my toons maxed out at each and every level. I like having the option of having manageable versions of the various Big Gun NPCs I can face. -
Quote:I'm in agreement with your disagreement. I'll pass on the popcorn though. Gets stuck in my teeth. >.<I disagree with many parts of this statement, but I'm also aware that this discussion leads nowhere interesting. I have come not to argue, but to dissuade others from arguing, and saving them the trouble. This will likely be unsuccessful, but I try nonetheless.
To cover all angles, though, I'm also making popcorn.
Comic's funny by the way. -
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Quote:You could say I'm also looking for the Black Panthers, Guy Gardners, and Wolverines, to match our Dr. Dooms, Black Adams, and Sabretooths, yes.I think what Aggie is more asking for groups that won't be scared away from a VG of hardcore masterminds, mad scientists, and future world conquerors. Most SGs tend to not like playing with us because we are 'too into the villain thing'. If that makes sense :$
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Quote:Sometimes I just want to shut my brain off and level up a bit. Sometimes I'm in a chatty mood. But if guildmates are on, I try to ask them to team first.People tell me I have the worst luck with PuGs. Sometimes it feels like that, but I also get pretty lucky meeting new people. So here's a few questions that I'd like to ask the rest of you.
In an average gaming week:
1) How often do you PuG instead of grouping within your SG or friends?
Quote:2) How often do you group with friends and fill the rest of the group with PuGs?
Quote:3) How often do your PuG members do what you feel needs to be done without being told to do so?
Quote:4) How often do you find yourself telling PuG members what you feel they should be doing (for the good of the current team/session)?
Quote:5) How often do you find yourself adding PuG members to your friends/global friends, and if those lists are full, using other methods of remembering them?
Quote:6) How often do you group with complete jerks in a PuG? -
As far as the medical transporter technology goes, I've played it that certain classes of characters have them; heroes, villains, and higher level NPCs. Strikes me as a little silly to think that each and every Hellion or Troll or Lost or whatever fringe NPC group has that same technology.
While I've grown fond of playing megalomaniacs, I do play the occasional homicidal lunatic. And for what it's worth, we don't really think the goody good types are the life of the party either. -
Quote:That's one of the better examples I've read.Defenders and Corruptors are the only ATs that are really close to one another. The idea that "Corruptors are like Defenders that have damage like Blasters" isn't really true, they have about 15% more damage than Defenders, but that hardly makes them Blasters.
The other amusing thing is that the CoH ATs are hybrids to begin with, so the CoV ATs are hybrids of hybrids.
This has been the way I have always described the Villain Archetypes:
Brutes have the role of Scrappers but play like Tankers
Stalkers have the role of Blasters but play like Scrappers
Dominators have the role of Controllers but play like Blasters
Masterminds have the role of Tankers but play like Defenders
/thumbsup
Quote:Only Corruptors don't fit this sequence, they have the role of Defenders and play like what is referred to as an "Offender", or a Defender with a balance of offense and defense. No villain AT plays like either a Controller or a pure support Defender, as there are no pure support ATs villain side.
Dominators have the role of Controllers but play like Blappers
Corruptors have the role of Blasters but play like Offenders