Zamuel

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  1. Also, the AE in the RWZ allows coop so any character available can join.
  2. In addition to congratulating Liberty X, I'd also like to tip my hat to American Legion for actually being consistent and sticking with these contests monthly.
  3. Reopening for the next three people needing help. Same rules as listed in the first post including the exemption for Victory server regulars and the exclusion of the (still...) not updated Illpracticed Malpractice.
  4. Zamuel

    Is This New?

    Also, the exploration badges in Recluse's Victory give the badge if you don't have it yet since the zone is in it's own fluctuating time loop.
  5. It'll take a fair amount of trial and error. Some maps will have surprisingly more or less spawns than they'd seem for their size.
  6. I hope Mender Tesseract SF and the other Ouro TFs are up next. Not only would they be not commonly run TFs, they are officially listed as soloable provided your build can handle them thus giving soloers a WST option pre I20.
  7. Finally sat down and made some key adjustments to Dhahabu Kingdom and the Unfathomable Nightmare of Sand. While I kept the same map for Mission 3 and limited spawn control did its best to thwart me, I added a new required objective to smooth story progression a bit. Likewise, I tried to alleviate the empty feeling of the map by adding a few non-required objectives to add a little foreshadowing. Due to this story addition, I adjusted the Mission 4 intro text and added a new clue to that mission as well.
  8. Highly unlikely I'll be able to participate but I'll try to show up for the first meeting and may try to make some inf donations. Will you be recording any of these meetings? Publicly posted vids may help in the process of spreading info and/or gaining support for future seasons.
  9. Quote:
    Originally Posted by Zombie Man View Post
    Go to Beta and give Feedback about it in the appropriate Feedback thread!
    What would be the appropriate thread? Alpha was technically part of I19 plus I'm not sure how much of this would be considered opinion.
  10. Zamuel

    Teleport

    Yeah, I likewise went with TimeSpace including the stealth. Can be pretty useful if you're not lagging hard.
  11. ...why in the world is there an Alpha ability that boosts Intangibility and not Interrupt? I mean, seriously? This is coming from someone who actually takes Dimension Shift. I can't see the reason why the devs would have made that choice since there's a number of powers that can slot Interrupt while there's only three that can slot Intangibility.
  12. My trapper more than gladly TP's enemies into mines. I think Teleport Foe has three specific problems:
    • It can't affect bosses or higher.
    • It's negatively affected by the con system.
    • There's no way to boost the magnitude.
    These compound together to bring down a decent, if situational, move. If I see a Longbow Nullifier and I'd like to preemptively take it out so I don't have to deal with the Sonic Grenade, I lose that ability merely by encountering one that's +1. If there was some way to boost the magnitude then I'd be fine. Intangibility enhancements are feeling rather lonely so expanding their use to TP Foe might be a good idea.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    IMO how Dim Shift and similar powers SHOULD work is summon a pet that works like Oil Slick Arrow. The pet would have an AoE intangibility toggle that autohits any enemies nearby, 1 second duration, pulse every 0.2 seconds, non-self stacking. Killing the pet would cancel the toggle and lo and behold, you have solved the major issue with this power and several similar ones. It even improves the power somewhat because then you could use Gravity's knockback and teleport much more intelligently to throw enemies you're not wanting to deal with into your "pulsing intangibility patch" until you are ready to cancel it and deal with them. (It would not work with Domination but no biggie since Domination currently doesn't work on Dim Shift anyway.)
    This...is genius. It maintains the intent yet it drastically improves the power. Plus, it's a suggestion that acknowledges the rest of the set's strengths (teleport and knockback). Perhaps add in some of the slow and -regen suggestions as well.
  14. Quote:
    Originally Posted by Zombie Man View Post
    That's the one, thanks!
    V_OUTDOOR_LONGBOW_CARGOBASE
  15. The whole stars argument is simply a symptom of bigger problems. I was dead serious when I said it's easier for me to setup Abandoned Sewer Trials than non-farm AE. That might be skewed since I'm somewhat infamous for running them but the point still stands. The system as a whole lacks integrity to those not already invested in it and the search is not as helpful as it should be.

    I think "helpful" is the key word for what's wrong with the search. For all the arguments about ratings, there's a lot of simple issues that need addressing. Searching for "my level" is effectively useless due to 1-54 being included.

    On integrity...well, I'd like to ask people how many arcs have they played in the past week, not counting those run with the MA SG. I could argue that I'm mildly exempt since I was away from the game but for me it was 3. One was a replay, one was a sequel to the replay, and one was advertised on the forums. None of my plays were due to star rating but rather due to the strength of the authors involved. The star issue magnifies the fact that despite good material, people simply aren't going to the MA.
  16. Quote:
    Originally Posted by The Wreckage King View Post
    Which sets (if any) for Brutes or Stalkers offer knockback?
    Claws. Shockwave is very good for this due to being guaranteed.
  17. Quote:
    Originally Posted by Local_Man View Post
    Every few months, somebody comes up with another suggestion on how to change Gravity . . . most of them involve changing Dimension Shift or moving Wormhole to level 12. A while ago, Castle said that the Gravity animations were being "looked at," but it appeared at the time that the only thing being considered was shortening Propel's animation.

    Castle has moved on, but I think it is clear that the Devs know that the players feel Gravity needs something. We don't know if they made a decision not to make any changes or simply haven't gotten to it yet. Yes, Dimension Shift stinks, but most powersets have a skippable power or two . . . this one is more skippable than most.

    Intangibility powers are widely disliked. Yet, you don't hear many arguments that Black Hole in Dark Miasma needs to be changed . . . because the rest of the set is pretty darn good and one skippable power is OK in a good set. I'd like to see some improvements to the rest of the set. I could live with a worthless Dimension Shift if the rest of the set got some improvements.
    Actually, Castle acknowledged outright that the set needed a buff though was nebulous on some things. He stated Propel and Wormhole needed to get the animations times sped up (I think the comment was using your powers without getting killed for it) but that didn't happen due to the animators being unavailable due to GR. He noted DS but was unsure of the exact course of action.

    I think your third paragraph is the most telling since intangibles/captures are limited in scope but still usable. However, Gravity has a number of problems combined so it stands out more. I don't think buffing the set requires breaking the cottage rule but the set does need some buffing.
  18. I think so. It's been a while since I was on it.
  19. Quote:
    Originally Posted by Mega_Jamie View Post
    Break the cottage rule... alot.
    I seriously doubt it's needed in order to improve the set. It just needs tweaks in key places. That was one of the concepts I had in mind when I did a suggestion thread for it a while back. Dimension Shift gets a lot of hate but I personally have a lower opinion of Propel. Propel is an attack and not only do Dominators already have a secondary full of damage, Lift is already in the set for both damage and ST mitigation. I'd love to see Propel gain a stun and be treated more like a control move than an attack.
  20. Somewhere in the game is a map with a cargo ship but it's different than normal since it has Longbow designs on the interior. Anyone remember where it is in the game? I think it may be a patron arc but not sure.
  21. I'm a little surprised none of the Croatoa winter maps got added after all this time. At the very least, MAPS/MISSIONS/UNIQUE/WINTER_06/WINTER_EVENT06_CROATOA.TXT would make sense. I think there's a number of lesser known yet useful maps that didn't get added in. None of the cargo ships that start out with an exterior of the boat are available. Neither are the mayhem/safeguard maps.

    Similarly, removed maps like the Floating Ziggurat (MAPS/MISSIONS/UNIQUE/V_GRANDVILLE/V_GREAT_CEREMONY.TXT) should be added back in.
  22. I can actually think of one situation where Teleport would be good for Fire/Fire: Caltrops. With the way Knives of Artemis spam them, even a Temperature Protection + Winter's Gift proc combo leaves you crawling out of them.
  23. The author is @Paula and part 1 has been in HoF for a while. I just now discovered she had the new one up but her comment box is full. Anyone know if she still plays the game? Regardless, it's a good arc and both are deserving of play for people who are learning the system. Furthermore, it requests tips and tricks to be added so I think this is as good of a place as any while her box is full (though I'd suggest playing first to see what's already mentioned).
  24. Quote:
    Originally Posted by rainmaker View Post
    "If you play someone's arc you must give it 5 stars"

    It's funny. I would wake up early (for me) on saturday mornings, and play with the "MA Superteam". Lots of great people to team with and we had a hoot playing through both the good and the bad in the AE. We would laugh a bit and then rate the arcs as we saw fit. We played LOTS of really bad content. Occasionally we found a gem.
    Later in the day however, you could count on two or three people nerdraging in the chats about how their arc had been 4 starred, or even 3 starred, and how this constituted "griefing" their arc.
    Some authors contended that a single non-5 star rating kept a newly published arc from ever getting to the front pages of the search result. I'm not hyperbolizing when I say that there were those people who would whine in open chat whenever thier arcs received anything but 5 stars about how they had been screwed over.
    I played most every arc that got spammed in the architect channels. And truthfully I think I ever played maybe a half dozen that I thought were 5 star worthy.

    What made this issue even worse in my mind was that these very same people would go off at points on how voting cartels were ruining the rating system, while systematically promoting a culture where their arcs were supposed to be 5 starred regardless of quality.


    The other part of the culture of the MA community that left me with a bad taste in my mouth was the "story first" contingent.
    There was a sizable contingent of people in the MA community that would 5 star a story NO MATTER HOW BAD IT PLAYED. A certain vocal part of the community would basically say that as long as the arc had the requisite number of "in-jokes" or correct pop culture references, then the story was good and the arc was amazing.
    I think I debated with three seperate people at one time or another that the gameplay, in terms of enemy balance and fun factor was at least as important as a good story. I contend to this day that since we are creating content for a video game, that the balance and fun factor, the rewards gained ect must all be as vital to an arc as the story.
    That said as long as your story was cribbing elements from the right places, your arc was met with acclaim from "the community". No matter how derisive the story was or how blandly it played.
    I think this connects on a couple of different issues. One is the design of the search engine makes it difficult to get noticed the farther you are from the front combined with the weird way ratings seem to be calculated. Essentially my comment still stands: we're in competition with each other. Granted, some people did come off as blowhards but you've got to filter out what's useful and what's not from what they say. I don't mind getting and have no problem giving 4 stars but the system does do weird things with some ratings. Granted, I may be a little different that I specifically want to go back to an arc that "had potential but was problematic" and scale the rating back up.

    The other issue is that I think the storytelling stance against farmers inadvertently formed a story vs gameplay mindset when a true 5 star arc does the job of supplying both. I think it also connects to an argument about effort even if sometimes misguided. You specifically want the writer who obviously put "effort" into an arc to be promoted but we've all got different views on effort. Plus, with the exception of challenge arcs I think most here are a little more invested in storytelling so our opinion is skewed.
  25. Further suggestions:
    • All Ninjas should have the SR passives Agile, Dodge, and Lucky and some form of either status protection or status resistance.
    • Give Jounin and/or Oni with the Kuji In Zen upgrade some variant of Maneuvers then allow it to be slottable for Defense.
    • In a contrasting idea, instead of granting Maneuvers for survivability, give them Nemesis style Vengeance so they can take advantage of each other's deaths.
    • Replace the secondary Shuriken that the Genin gain from Train Ninjas with Crippling Axe Kick. Not only should this help their AI for preferring melee, the immob + flight and speed debuffs should act as a soft control to keep enemies from running away.
    • Genin and Jounin can accept normal run speed enhancements but not Run speed IO sets. They should be allowed to slot Run and/or Universal Travel sets.
    • Genin do not have a visual change when Train Ninjas is applied. Some form of visual indication should be added, even if it's just one of the two added with the Kuji In Zen upgrade (headband or face mask).
    • Increase the range of the Medic's Medkit and Stimulant powers so he does not need to approach melee range.
    • Replace the Medic's Brawl with Beanbag. Not only should this help keep him out of melee range, the stun should synergize with the Spec Ops' controls.